#include "angband.h"
+#include "util.h"
+#include "term.h"
+
+#include "floor.h"
#include "world.h"
-#include "projection.h"
+#include "object-flavor.h"
#include "object-hook.h"
-#include "generate.h"
+#include "dungeon.h"
+#include "floor-generate.h"
#include "grid.h"
#include "trap.h"
#include "rooms.h"
#include "monster.h"
#include "quest.h"
#include "feature.h"
+#include "monster-status.h"
+#include "player-status.h"
+#include "player-effects.h"
+#include "player-class.h"
+#include "spells.h"
+#include "view-mainwindow.h"
+#include "realm-song.h"
+
+#define MONSTER_FLOW_DEPTH 32 /*!< 敵のプレイヤーに対する移動道のりの最大値(この値以上は処理を打ち切る) / OPTION: Maximum flow depth when using "MONSTER_FLOW" */
-static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
-static int match_autopick;
-static object_type *autopick_obj; /*!< 各種自動拾い処理時に使うオブジェクトポインタ */
-static int feat_priority; /*!< マップ縮小表示時に表示すべき地形の優先度を保管する */
+/*
+ * Feature action flags
+ */
+#define FAF_DESTROY 0x01
+#define FAF_NO_DROP 0x02
+#define FAF_CRASH_GLASS 0x04
+/*!
+ * @brief 地形状態フラグテーブル /
+ * The table of features' actions
+ */
+static const byte feature_action_flags[FF_FLAG_MAX] =
+{
+ 0, /* LOS */
+ 0, /* PROJECT */
+ 0, /* MOVE */
+ 0, /* PLACE */
+ 0, /* DROP */
+ 0, /* SECRET */
+ 0, /* NOTICE */
+ 0, /* REMEMBER */
+ 0, /* OPEN */
+ 0, /* CLOSE */
+ FAF_CRASH_GLASS, /* BASH */
+ 0, /* SPIKE */
+ FAF_DESTROY, /* DISARM */
+ 0, /* STORE */
+ FAF_DESTROY | FAF_CRASH_GLASS, /* TUNNEL */
+ 0, /* MAY_HAVE_GOLD */
+ 0, /* HAS_GOLD */
+ 0, /* HAS_ITEM */
+ 0, /* DOOR */
+ 0, /* TRAP */
+ 0, /* STAIRS */
+ 0, /* GLYPH */
+ 0, /* LESS */
+ 0, /* MORE */
+ 0, /* RUN */
+ 0, /* FLOOR */
+ 0, /* WALL */
+ 0, /* PERMANENT */
+ 0, /* INNER */
+ 0, /* OUTER */
+ 0, /* SOLID */
+ 0, /* HIT_TRAP */
+
+ 0, /* BRIDGE */
+ 0, /* RIVER */
+ 0, /* LAKE */
+ 0, /* BRIDGED */
+ 0, /* COVERED */
+ 0, /* GLOW */
+ 0, /* ENSECRET */
+ 0, /* WATER */
+ 0, /* LAVA */
+ 0, /* SHALLOW */
+ 0, /* DEEP */
+ 0, /* FILLED */
+ FAF_DESTROY | FAF_CRASH_GLASS, /* HURT_ROCK */
+ 0, /* HURT_FIRE */
+ 0, /* HURT_COLD */
+ 0, /* HURT_ACID */
+ 0, /* ICE */
+ 0, /* ACID */
+ 0, /* OIL */
+ 0, /* XXX04 */
+ 0, /* CAN_CLIMB */
+ 0, /* CAN_FLY */
+ 0, /* CAN_SWIM */
+ 0, /* CAN_PASS */
+ 0, /* CAN_OOZE */
+ 0, /* CAN_DIG */
+ 0, /* HIDE_ITEM */
+ 0, /* HIDE_SNEAK */
+ 0, /* HIDE_SWIM */
+ 0, /* HIDE_DIG */
+ 0, /* KILL_HUGE */
+ 0, /* KILL_MOVE */
+
+ 0, /* PICK_TRAP */
+ 0, /* PICK_DOOR */
+ 0, /* ALLOC */
+ 0, /* CHEST */
+ 0, /* DROP_1D2 */
+ 0, /* DROP_2D2 */
+ 0, /* DROP_GOOD */
+ 0, /* DROP_GREAT */
+ 0, /* HURT_POIS */
+ 0, /* HURT_ELEC */
+ 0, /* HURT_WATER */
+ 0, /* HURT_BWATER */
+ 0, /* USE_FEAT */
+ 0, /* GET_FEAT */
+ 0, /* GROUND */
+ 0, /* OUTSIDE */
+ 0, /* EASY_HIDE */
+ 0, /* EASY_CLIMB */
+ 0, /* MUST_CLIMB */
+ 0, /* TREE */
+ 0, /* NEED_TREE */
+ 0, /* BLOOD */
+ 0, /* DUST */
+ 0, /* SLIME */
+ 0, /* PLANT */
+ 0, /* XXX2 */
+ 0, /* INSTANT */
+ 0, /* EXPLODE */
+ 0, /* TIMED */
+ 0, /* ERUPT */
+ 0, /* STRIKE */
+ 0, /* SPREAD */
+
+ 0, /* SPECIAL */
+ FAF_DESTROY | FAF_NO_DROP | FAF_CRASH_GLASS, /* HURT_DISI */
+ 0, /* QUEST_ENTER */
+ 0, /* QUEST_EXIT */
+ 0, /* QUEST */
+ 0, /* SHAFT */
+ 0, /* MOUNTAIN */
+ 0, /* BLDG */
+ 0, /* MINOR_GLYPH */
+ 0, /* PATTERN */
+ 0, /* TOWN */
+ 0, /* ENTRANCE */
+ 0, /* MIRROR */
+ 0, /* UNPERM */
+ 0, /* TELEPORTABLE */
+ 0, /* CONVERT */
+ 0, /* GLASS */
+};
/*!
* @brief 新規フロアに入りたてのプレイヤーをランダムな場所に配置する / Returns random co-ordinates for player/monster/object
+ * @param creature_ptr 配置したいクリーチャーの参照ポインタ
* @return 配置に成功したらTRUEを返す
*/
-bool new_player_spot(void)
+bool new_player_spot(player_type *creature_ptr)
{
POSITION y = 0, x = 0;
int max_attempts = 10000;
grid_type *g_ptr;
feature_type *f_ptr;
- /* Place the player */
while (max_attempts--)
{
/* Pick a legal spot */
- y = (POSITION)rand_range(1, current_floor_ptr->height - 2);
- x = (POSITION)rand_range(1, current_floor_ptr->width - 2);
+ y = (POSITION)rand_range(1, creature_ptr->current_floor_ptr->height - 2);
+ x = (POSITION)rand_range(1, creature_ptr->current_floor_ptr->width - 2);
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
/* Must be a "naked" floor grid */
if (g_ptr->m_idx) continue;
- if (current_floor_ptr->dun_level)
+ if (creature_ptr->current_floor_ptr->dun_level)
{
f_ptr = &f_info[g_ptr->feat];
if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
}
if (!player_can_enter(g_ptr->feat, 0)) continue;
- if (!in_bounds(y, x)) continue;
+ if (!in_bounds(creature_ptr->current_floor_ptr, y, x)) continue;
/* Refuse to start on anti-teleport grids */
if (g_ptr->info & (CAVE_ICKY)) continue;
return FALSE;
/* Save the new player grid */
- p_ptr->y = y;
- p_ptr->x = x;
+ creature_ptr->y = y;
+ creature_ptr->x = x;
return TRUE;
}
bool up_stairs = TRUE;
bool down_stairs = TRUE;
grid_type *g_ptr;
-
- /* Paranoia */
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
if (!is_floor_grid(g_ptr) || g_ptr->o_idx) return;
- /* Town */
- if (!current_floor_ptr->dun_level) up_stairs = FALSE;
-
- /* Ironman */
+ if (!p_ptr->current_floor_ptr->dun_level) up_stairs = FALSE;
if (ironman_downward) up_stairs = FALSE;
-
- /* Bottom */
- if (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) down_stairs = FALSE;
-
- /* Quest-level */
- if (quest_number(current_floor_ptr->dun_level) && (current_floor_ptr->dun_level > 1)) down_stairs = FALSE;
+ if (p_ptr->current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) down_stairs = FALSE;
+ if (quest_number(p_ptr->current_floor_ptr->dun_level) && (p_ptr->current_floor_ptr->dun_level > 1)) down_stairs = FALSE;
/* We can't place both */
if (down_stairs && up_stairs)
}
/* Place the stairs */
- if (up_stairs) place_up_stairs(y, x);
- else if (down_stairs) place_down_stairs(y, x);
+ if (up_stairs) set_cave_feat(p_ptr->current_floor_ptr, y, x, feat_up_stair);
+ else if (down_stairs) set_cave_feat(p_ptr->current_floor_ptr, y, x, feat_down_stair);
}
/*!
{
int tmp, type;
FEAT_IDX feat = feat_none;
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
/* Initialize mimic info */
g_ptr->mimic = 0;
{
if (feat != feat_none)
{
- set_cave_feat(y, x, feat);
+ set_cave_feat(p_ptr->current_floor_ptr, y, x, feat);
}
else
{
cave_set_feat(y, x, feat);
/* Now it is not floor */
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
- }
- else
- {
- place_floor_bold(y, x);
- }
-}
-
-/*!
-* @brief 鍵のかかったドアを配置する
-* @param y 配置したいフロアのY座標
-* @param x 配置したいフロアのX座標
-* @return なし
-*/
-void place_locked_door(POSITION y, POSITION x)
-{
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
- {
- place_floor_bold(y, x);
+ p_ptr->current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
}
else
{
- set_cave_feat(y, x, feat_locked_door_random((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
- delete_monster(y, x);
- }
-}
-
-
-/*!
-* @brief 隠しドアを配置する
-* @param y 配置したいフロアのY座標
-* @param x 配置したいフロアのX座標
-* @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
-* @return なし
-*/
-void place_secret_door(POSITION y, POSITION x, int type)
-{
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
- {
place_floor_bold(y, x);
}
- else
- {
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- if (type == DOOR_DEFAULT)
- {
- type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
- one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
- ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
- }
-
- /* Create secret door */
- place_closed_door(y, x, type);
-
- if (type != DOOR_CURTAIN)
- {
- /* Hide by inner wall because this is used in rooms only */
- g_ptr->mimic = feat_wall_inner;
-
- /* Floor type terrain cannot hide a door */
- if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
- {
- if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
- {
- g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
- }
- g_ptr->mimic = 0;
- }
- }
-
- g_ptr->info &= ~(CAVE_FLOOR);
- delete_monster(y, x);
- }
}
/*
void add_door(POSITION x, POSITION y)
{
/* Need to have a wall in the center square */
- if (!is_outer_bold(y, x)) return;
+ if (!is_outer_bold(p_ptr->current_floor_ptr, y, x)) return;
/* look at:
* x#x
* .=floor, #=wall
*/
- if (is_floor_bold(y - 1, x) && is_floor_bold(y + 1, x) &&
- (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
+ if (is_floor_bold(p_ptr->current_floor_ptr, y - 1, x) && is_floor_bold(p_ptr->current_floor_ptr, y + 1, x) &&
+ (is_outer_bold(p_ptr->current_floor_ptr, y, x - 1) && is_outer_bold(p_ptr->current_floor_ptr, y, x + 1)))
{
/* secret door */
- place_secret_door(y, x, DOOR_DEFAULT);
+ place_secret_door(p_ptr->current_floor_ptr, y, x, DOOR_DEFAULT);
/* set boundarys so don't get wide doors */
place_solid_bold(y, x - 1);
* where x = don't care
* .=floor, #=wall
*/
- if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
- is_floor_bold(y, x - 1) && is_floor_bold(y, x + 1))
+ if (is_outer_bold(p_ptr->current_floor_ptr, y - 1, x) && is_outer_bold(p_ptr->current_floor_ptr, y + 1, x) &&
+ is_floor_bold(p_ptr->current_floor_ptr, y, x - 1) && is_floor_bold(p_ptr->current_floor_ptr, y, x + 1))
{
/* secret door */
- place_secret_door(y, x, DOOR_DEFAULT);
+ place_secret_door(p_ptr->current_floor_ptr, y, x, DOOR_DEFAULT);
/* set boundarys so don't get wide doors */
place_solid_bold(y - 1, x);
* @param y1 基準となるマスのY座標
* @param x1 基準となるマスのX座標
* @return 通路の数
-* @note Assumes "in_bounds(y1, x1)"
+* @note Assumes "in_bounds(p_ptr->current_floor_ptr, y1, x1)"
* @details
* XXX XXX This routine currently only counts actual "empty floor"\n
* grids which are not in rooms. We might want to also count stairs,\n
/* Scan adjacent grids */
for (i = 0; i < 4; i++)
{
- /* Extract the location */
y = y1 + ddy_ddd[i];
x = x1 + ddx_ddd[i];
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
/* Skip non floors */
if (cave_have_flag_grid(g_ptr, FF_WALL)) continue;
* @param y 判定を行いたいマスのY座標
* @param x 判定を行いたいマスのX座標
* @return ドアを設置可能ならばTRUEを返す
-* @note Assumes "in_bounds(y1, x1)"
+* @note Assumes "in_bounds(p_ptr->current_floor_ptr, y1, x1)"
* @details
* \n
-* Assumes "in_bounds(y, x)"\n
+* Assumes "in_bounds(p_ptr->current_floor_ptr, y, x)"\n
*/
static bool possible_doorway(POSITION y, POSITION x)
{
* @return なし
*/
void try_door(POSITION y, POSITION x)
-{
- /* Paranoia */
- if (!in_bounds(y, x)) return;
+{ if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
/* Ignore walls */
if (cave_have_flag_bold(y, x, FF_WALL)) return;
/* Ignore room grids */
- if (current_floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
+ if (p_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
/* Occasional door (if allowed) */
if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS))
for (x = x1 - 1; x <= x2 + 1; x++)
{
place_floor_bold(y, x);
- add_cave_info(y, x, CAVE_ROOM);
- if (light) add_cave_info(y, x, CAVE_GLOW);
+ add_cave_info(p_ptr->current_floor_ptr, y, x, CAVE_ROOM);
+ if (light) add_cave_info(p_ptr->current_floor_ptr, y, x, CAVE_GLOW);
}
}
}
j = rand_spread(y, 2);
k = rand_spread(x, 3);
dummy++;
- if (!in_bounds(j, k)) continue;
+ if (!in_bounds(p_ptr->current_floor_ptr, j, k)) continue;
break;
}
}
/* Require "clean" floor space */
- g_ptr = ¤t_floor_ptr->grid_array[j][k];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[j][k];
if (!is_floor_grid(g_ptr) || g_ptr->o_idx) continue;
if (randint0(100) < 75)
y1 = rand_spread(y, yd);
x1 = rand_spread(x, xd);
dummy++;
- if (!in_bounds(y1, x1)) continue;
+ if (!in_bounds(p_ptr->current_floor_ptr, y1, x1)) continue;
break;
}
}
/* Require "naked" floor grids */
- g_ptr = ¤t_floor_ptr->grid_array[y1][x1];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[y1][x1];
if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
/* Place the trap */
scatter(&y, &x, y1, x1, d, 0);
/* Require "empty" floor grids */
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
if (!cave_empty_grid(g_ptr)) continue;
/* Place the monster (allow groups) */
- current_floor_ptr->monster_level = current_floor_ptr->base_level + 2;
+ p_ptr->current_floor_ptr->monster_level = p_ptr->current_floor_ptr->base_level + 2;
(void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- current_floor_ptr->monster_level = current_floor_ptr->base_level;
+ p_ptr->current_floor_ptr->monster_level = p_ptr->current_floor_ptr->base_level;
}
}
}
*/
bool get_is_floor(POSITION x, POSITION y)
{
- if (!in_bounds(y, x))
+ if (!in_bounds(p_ptr->current_floor_ptr, y, x))
{
/* Out of bounds */
return (FALSE);
}
/* Do the real check */
- if (is_floor_bold(y, x)) return (TRUE);
+ if (is_floor_bold(p_ptr->current_floor_ptr, y, x)) return (TRUE);
return (FALSE);
}
*/
void set_floor(POSITION x, POSITION y)
{
- if (!in_bounds(y, x))
+ if (!in_bounds(p_ptr->current_floor_ptr, y, x))
{
/* Out of bounds */
return;
}
- if (current_floor_ptr->grid_array[y][x].info & CAVE_ROOM)
+ if (p_ptr->current_floor_ptr->grid_array[y][x].info & CAVE_ROOM)
{
/* A room border don't touch. */
return;
}
/* Set to be floor if is a wall (don't touch lakes). */
- if (is_extra_bold(y, x))
+ if (is_extra_bold(p_ptr->current_floor_ptr, y, x))
place_floor_bold(y, x);
}
place_solid_perm_grid(g_ptr);
}
-
-/*!
- * @brief 2点間の距離をニュートン・ラプソン法で算出する / Distance between two points via Newton-Raphson technique
- * @param y1 1点目のy座標
- * @param x1 1点目のx座標
- * @param y2 2点目のy座標
- * @param x2 2点目のx座標
- * @return 2点間の距離
- */
-POSITION distance(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
-{
- POSITION dy = (y1 > y2) ? (y1 - y2) : (y2 - y1);
- POSITION dx = (x1 > x2) ? (x1 - x2) : (x2 - x1);
-
- /* Squared distance */
- POSITION target = (dy * dy) + (dx * dx);
-
- /* Approximate distance: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2 */
- POSITION d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
-
- POSITION err;
-
- /* Simple case */
- if (!dy || !dx) return d;
-
- while (1)
- {
- /* Approximate error */
- err = (target - d * d) / (2 * d);
-
- /* No error - we are done */
- if (!err) break;
-
- /* Adjust distance */
- d += err;
- }
-
- return d;
-}
-
-
/*!
* @brief マスに看破済みの罠があるかの判定を行う。 / Return TRUE if the given grid is a known trap
* @param g_ptr マス構造体の参照ポインタ
return FALSE;
}
-/*!
- * @brief LOS(Line Of Sight / 視線が通っているか)の判定を行う。
- * @param y1 始点のy座標
- * @param x1 始点のx座標
- * @param y2 終点のy座標
- * @param x2 終点のx座標
- * @return LOSが通っているならTRUEを返す。
- * @details
- * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,\n
- * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.\n
- *\n
- * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).\n
- *\n
- * The LOS begins at the center of the tile (x1,y1) and ends at the center of\n
- * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line\n
- * passes through must be floor tiles, except for (x1,y1) and (x2,y2).\n
- *\n
- * We assume that the "mathematical corner" of a non-floor tile does not\n
- * block line of sight.\n
- *\n
- * Because this function uses (short) ints for all calculations, overflow may\n
- * occur if dx and dy exceed 90.\n
- *\n
- * Once all the degenerate cases are eliminated, the values "qx", "qy", and\n
- * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that\n
- * we can use integer arithmetic.\n
- *\n
- * We travel from start to finish along the longer axis, starting at the border\n
- * between the first and second tiles, where the y offset = .5 * slope, taking\n
- * into account the scale factor. See below.\n
- *\n
- * Also note that this function and the "move towards target" code do NOT\n
- * share the same properties. Thus, you can see someone, target them, and\n
- * then fire a bolt at them, but the bolt may hit a wall, not them. However\n,
- * by clever choice of target locations, you can sometimes throw a "curve".\n
- *\n
- * Note that "line of sight" is not "reflexive" in all cases.\n
- *\n
- * Use the "projectable()" routine to test "spell/missile line of sight".\n
- *\n
- * Use the "update_view()" function to determine player line-of-sight.\n
- */
-bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
-{
- /* Delta */
- POSITION dx, dy;
-
- /* Absolute */
- POSITION ax, ay;
-
- /* Signs */
- POSITION sx, sy;
-
- /* Fractions */
- POSITION qx, qy;
-
- /* Scanners */
- POSITION tx, ty;
-
- /* Scale factors */
- POSITION f1, f2;
-
- /* Slope, or 1/Slope, of LOS */
- POSITION m;
-
-
- /* Extract the offset */
- dy = y2 - y1;
- dx = x2 - x1;
-
- /* Extract the absolute offset */
- ay = ABS(dy);
- ax = ABS(dx);
-
-
- /* Handle adjacent (or identical) grids */
- if ((ax < 2) && (ay < 2)) return TRUE;
-
-
- /* Paranoia -- require "safe" origin */
- /* if (!in_bounds(y1, x1)) return FALSE; */
- /* if (!in_bounds(y2, x2)) return FALSE; */
-
-
- /* Directly South/North */
- if (!dx)
- {
- /* South -- check for walls */
- if (dy > 0)
- {
- for (ty = y1 + 1; ty < y2; ty++)
- {
- if (!cave_los_bold(ty, x1)) return FALSE;
- }
- }
-
- /* North -- check for walls */
- else
- {
- for (ty = y1 - 1; ty > y2; ty--)
- {
- if (!cave_los_bold(ty, x1)) return FALSE;
- }
- }
-
- /* Assume los */
- return TRUE;
- }
-
- /* Directly East/West */
- if (!dy)
- {
- /* East -- check for walls */
- if (dx > 0)
- {
- for (tx = x1 + 1; tx < x2; tx++)
- {
- if (!cave_los_bold(y1, tx)) return FALSE;
- }
- }
-
- /* West -- check for walls */
- else
- {
- for (tx = x1 - 1; tx > x2; tx--)
- {
- if (!cave_los_bold(y1, tx)) return FALSE;
- }
- }
-
- /* Assume los */
- return TRUE;
- }
-
-
- /* Extract some signs */
- sx = (dx < 0) ? -1 : 1;
- sy = (dy < 0) ? -1 : 1;
-
-
- /* Vertical "knights" */
- if (ax == 1)
- {
- if (ay == 2)
- {
- if (cave_los_bold(y1 + sy, x1)) return TRUE;
- }
- }
-
- /* Horizontal "knights" */
- else if (ay == 1)
- {
- if (ax == 2)
- {
- if (cave_los_bold(y1, x1 + sx)) return TRUE;
- }
- }
-
-
- /* Calculate scale factor div 2 */
- f2 = (ax * ay);
-
- /* Calculate scale factor */
- f1 = f2 << 1;
-
-
- /* Travel horizontally */
- if (ax >= ay)
- {
- /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
- qy = ay * ay;
- m = qy << 1;
-
- tx = x1 + sx;
-
- /* Consider the special case where slope == 1. */
- if (qy == f2)
- {
- ty = y1 + sy;
- qy -= f1;
- }
- else
- {
- ty = y1;
- }
-
- /* Note (below) the case (qy == f2), where */
- /* the LOS exactly meets the corner of a tile. */
- while (x2 - tx)
- {
- if (!cave_los_bold(ty, tx)) return FALSE;
-
- qy += m;
-
- if (qy < f2)
- {
- tx += sx;
- }
- else if (qy > f2)
- {
- ty += sy;
- if (!cave_los_bold(ty, tx)) return FALSE;
- qy -= f1;
- tx += sx;
- }
- else
- {
- ty += sy;
- qy -= f1;
- tx += sx;
- }
- }
- }
-
- /* Travel vertically */
- else
- {
- /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
- qx = ax * ax;
- m = qx << 1;
-
- ty = y1 + sy;
-
- if (qx == f2)
- {
- tx = x1 + sx;
- qx -= f1;
- }
- else
- {
- tx = x1;
- }
-
- /* Note (below) the case (qx == f2), where */
- /* the LOS exactly meets the corner of a tile. */
- while (y2 - ty)
- {
- if (!cave_los_bold(ty, tx)) return FALSE;
-
- qx += m;
-
- if (qx < f2)
- {
- ty += sy;
- }
- else if (qx > f2)
- {
- tx += sx;
- if (!cave_los_bold(ty, tx)) return FALSE;
- qx -= f1;
- ty += sy;
- }
- else
- {
- tx += sx;
- qx -= f1;
- ty += sy;
- }
- }
- }
-
- /* Assume los */
- return TRUE;
-}
-
#define COMPLEX_WALL_ILLUMINATION /*!< 照明状態を壁により影響を受ける、より複雑な判定に切り替えるマクロ */
* @param x x座標
* @return 指定された座標に照明がかかっているならTRUEを返す。。
*/
-static bool check_local_illumination(POSITION y, POSITION x)
+bool check_local_illumination(POSITION y, POSITION x)
{
/* Hack -- move towards player */
POSITION yy = (y < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y;
#ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
/* Check for "complex" illumination */
- if ((feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[yy][xx])) &&
- (current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) ||
- (feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[y][xx])) &&
- (current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) ||
- (feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[yy][x])) &&
- (current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW)))
+ if ((feat_supports_los(get_feat_mimic(&p_ptr->current_floor_ptr->grid_array[yy][xx])) &&
+ (p_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) ||
+ (feat_supports_los(get_feat_mimic(&p_ptr->current_floor_ptr->grid_array[y][xx])) &&
+ (p_ptr->current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) ||
+ (feat_supports_los(get_feat_mimic(&p_ptr->current_floor_ptr->grid_array[yy][x])) &&
+ (p_ptr->current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW)))
{
return TRUE;
}
#else /* COMPLEX_WALL_ILLUMINATION */
/* Check for "simple" illumination */
- return (current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
+ return (p_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
#endif /* COMPLEX_WALL_ILLUMINATION */
}
if (player_has_los_bold((Y), (X))) \
{ \
/* Update the monster */ \
- if (current_floor_ptr->grid_array[(Y)][(X)].m_idx) update_monster(current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
+ if (p_ptr->current_floor_ptr->grid_array[(Y)][(X)].m_idx) update_monster(p_ptr->current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
\
/* Notice and redraw */ \
note_spot((Y), (X)); \
/*!
* @brief 指定された座標の照明状態を更新する / Update "local" illumination
- * @param y y座標
- * @param x x座標
+ * @param creature_ptr 視界元のクリーチャー
+ * @param y 視界先y座標
+ * @param x 視界先x座標
* @return なし
*/
-void update_local_illumination(POSITION y, POSITION x)
+void update_local_illumination(player_type * creature_ptr, POSITION y, POSITION x)
{
int i;
POSITION yy, xx;
- if (!in_bounds(y, x)) return;
+ if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
#ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
- if ((y != p_ptr->y) && (x != p_ptr->x))
+ if ((y != creature_ptr->y) && (x != creature_ptr->x))
{
- yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
- xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
+ yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
+ xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
update_local_illumination_aux(yy, xx);
update_local_illumination_aux(y, xx);
update_local_illumination_aux(yy, x);
}
- else if (x != p_ptr->x) /* y == p_ptr->y */
+ else if (x != creature_ptr->x) /* y == creature_ptr->y */
{
- xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
+ xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
for (i = -1; i <= 1; i++)
{
yy = y + i;
yy = y + 1;
update_local_illumination_aux(yy, x);
}
- else if (y != p_ptr->y) /* x == p_ptr->x */
+ else if (y != creature_ptr->y) /* x == creature_ptr->x */
{
- yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
+ yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
for (i = -1; i <= 1; i++)
{
xx = x + i;
#else /* COMPLEX_WALL_ILLUMINATION */
- if ((y != p_ptr->y) && (x != p_ptr->x))
+ if ((y != creature_ptr->y) && (x != creature_ptr->x))
{
- yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
- xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
+ yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
+ xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
update_local_illumination_aux(yy, xx);
}
- else if (x != p_ptr->x) /* y == p_ptr->y */
+ else if (x != creature_ptr->x) /* y == creature_ptr->y */
{
- xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
+ xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
for (i = -1; i <= 1; i++)
{
yy = y + i;
update_local_illumination_aux(yy, xx);
}
}
- else if (y != p_ptr->y) /* x == p_ptr->x */
+ else if (y != creature_ptr->y) /* x == creature_ptr->x */
{
- yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
+ yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
for (i = -1; i <= 1; i++)
{
xx = x + i;
/*!
- * @brief 指定された座標をプレイヤーが視覚に収められるかを返す。 / Can the player "see" the given grid in detail?
- * @param y y座標
- * @param x x座標
- * @return 視覚に収められる状態ならTRUEを返す
- * @details
- * He must have vision, illumination, and line of sight.\n
- * \n
- * Note -- "CAVE_LITE" is only set if the "torch" has "los()".\n
- * So, given "CAVE_LITE", we know that the grid is "fully visible".\n
- *\n
- * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean\n
- * that a wall is visible from any direction. That would be odd. Except\n
- * under wizard light, which might make sense. Thus, for walls, we require\n
- * not only that they be "CAVE_GLOW", but also, that they be adjacent to a\n
- * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is\n
- * in line of sight of the player.\n
- *\n
- * This extra check is expensive, but it provides a more "correct" semantics.\n
- *\n
- * Note that we should not run this check on walls which are "outer walls" of\n
- * the dungeon, or we will induce a memory fault, but actually verifying all\n
- * of the locations would be extremely expensive.\n
- *\n
- * Thus, to speed up the function, we assume that all "perma-walls" which are\n
- * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases\n
- * except "vaults" and the "buildings" in town. But the town is a hack anyway,\n
- * and the player has more important things on his mind when he is attacking a\n
- * monster vault. It is annoying, but an extremely important optimization.\n
- *\n
- * Note that "glowing walls" are only considered to be "illuminated" if the\n
- * grid which is next to the wall in the direction of the player is also a\n
- * "glowing" grid. This prevents the player from being able to "see" the\n
- * walls of illuminated rooms from a corridor outside the room.\n
- */
-bool player_can_see_bold(POSITION y, POSITION x)
-{
- grid_type *g_ptr;
-
- /* Blind players see nothing */
- if (p_ptr->blind) return FALSE;
-
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Note that "torch-lite" yields "illumination" */
- if (g_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
-
- /* Require line of sight to the grid */
- if (!player_has_los_bold(y, x)) return FALSE;
-
- /* Noctovision of Ninja */
- if (p_ptr->see_nocto) return TRUE;
-
- /* Require "perma-lite" of the grid */
- if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
-
- /* Feature code (applying "mimic" field) */
- /* Floors are simple */
- if (feat_supports_los(get_feat_mimic(g_ptr))) return TRUE;
-
- /* Check for "local" illumination */
- return check_local_illumination(y, x);
-}
-
-/*!
* @brief 指定された座標をプレイヤー収められていない状態かどうか / Returns true if the player's grid is dark
* @return 視覚に収められていないならTRUEを返す
* @details player_can_see_bold()関数の返り値の否定を返している。
*/
bool cave_valid_bold(POSITION y, POSITION x)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Forbid perma-grids */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
+ o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Forbid artifact grids */
-
-/*!
- * 一般的にモンスターシンボルとして扱われる記号を定義する(幻覚処理向け) / Hack -- Legal monster codes
- */
-static char image_monster_hack[] = \
-"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
-
-/*!
- * 一般的にオブジェクトシンボルとして扱われる記号を定義する(幻覚処理向け) / Hack -- Legal object codes
- */
-static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
-
-/*!
- * @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
- * @param ap 本来の色
- * @param cp 本来のシンボル
- * @return なし
+/*
+ * Place an attr/char pair at the given map coordinate, if legal.
*/
-static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
+void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
{
- /* Random symbol from set above */
- if (use_graphics)
- {
- monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
-
- *cp = r_ptr->x_char;
- *ap = r_ptr->x_attr;
- }
- else
- /* Text mode */
+ /* Only do "legal" locations */
+ if (panel_contains(y, x))
{
- *cp = (one_in_(25) ?
- image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
- image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
+ /* Hack -- fake monochrome */
+ if (!use_graphics)
+ {
+ if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
+ else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
+ else if (p_ptr->wraith_form) a = TERM_L_DARK;
+ }
- /* Random color */
- *ap = randint1(15);
- }
-}
-
-/*!
- * @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
- * @param ap 本来の色
- * @param cp 本来のシンボル
- * @return なし
- */
-static void image_object(TERM_COLOR *ap, SYMBOL_CODE *cp)
-{
- if (use_graphics)
- {
- object_kind *k_ptr = &k_info[randint1(max_k_idx - 1)];
-
- *cp = k_ptr->x_char;
- *ap = k_ptr->x_attr;
- }
- else
- {
- int n = sizeof(image_object_hack) - 1;
-
- *cp = image_object_hack[randint0(n)];
-
- /* Random color */
- *ap = randint1(15);
- }
-}
-
-
-/*!
- * @brief オブジェクト&モンスターの表示を幻覚状態に差し替える / Hack -- Random hallucination
- * @param ap 本来の色
- * @param cp 本来のシンボル
- * @return なし
- */
-static void image_random(TERM_COLOR *ap, SYMBOL_CODE *cp)
-{
- /* Normally, assume monsters */
- if (randint0(100) < 75)
- {
- image_monster(ap, cp);
- }
-
- /* Otherwise, assume objects */
- else
- {
- image_object(ap, cp);
- }
-}
-
-/*!
- * 照明の表現を行うための色合いの関係を{暗闇時, 照明時} で定義する /
- * This array lists the effects of "brightness" on various "base" colours.\n
- *\n
- * This is used to do dynamic lighting effects in ascii :-)\n
- * At the moment, only the various "floor" tiles are affected.\n
- *\n
- * The layout of the array is [x][0] = light and [x][1] = dark.\n
- */
-static TERM_COLOR lighting_colours[16][2] =
-{
- /* TERM_DARK */
- {TERM_L_DARK, TERM_DARK},
-
- /* TERM_WHITE */
- {TERM_YELLOW, TERM_SLATE},
-
- /* TERM_SLATE */
- {TERM_WHITE, TERM_L_DARK},
-
- /* TERM_ORANGE */
- {TERM_L_UMBER, TERM_UMBER},
-
- /* TERM_RED */
- {TERM_RED, TERM_RED},
-
- /* TERM_GREEN */
- {TERM_L_GREEN, TERM_GREEN},
-
- /* TERM_BLUE */
- {TERM_BLUE, TERM_BLUE},
-
- /* TERM_UMBER */
- {TERM_L_UMBER, TERM_RED},
-
- /* TERM_L_DARK */
- {TERM_SLATE, TERM_L_DARK},
-
- /* TERM_L_WHITE */
- {TERM_WHITE, TERM_SLATE},
-
- /* TERM_VIOLET */
- {TERM_L_RED, TERM_BLUE},
-
- /* TERM_YELLOW */
- {TERM_YELLOW, TERM_ORANGE},
-
- /* TERM_L_RED */
- {TERM_L_RED, TERM_L_RED},
-
- /* TERM_L_GREEN */
- {TERM_L_GREEN, TERM_GREEN},
-
- /* TERM_L_BLUE */
- {TERM_L_BLUE, TERM_L_BLUE},
-
- /* TERM_L_UMBER */
- {TERM_L_UMBER, TERM_UMBER}
-};
-
-/*!
- * @brief 調査中
- * @todo コメントを付加すること
- */
-void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX])
-{
- TERM_COLOR s_attr = f_attr[F_LIT_STANDARD];
- SYMBOL_CODE s_char = f_char[F_LIT_STANDARD];
- int i;
-
- if (is_ascii_graphics(s_attr)) /* For ASCII */
- {
- f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
- f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
- for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
- }
- else /* For tile graphics */
- {
- for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
- f_char[F_LIT_LITE] = s_char + 2;
- f_char[F_LIT_DARK] = s_char + 1;
- }
-}
-
-
-/*!
- * モンスターにより照明が消されている地形か否かを判定する。 / Is this grid "darkened" by monster?
- */
-#define darkened_grid(C) \
- ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
- !p_ptr->see_nocto)
-
-
- /*!
- * @brief Mコマンドによる縮小マップの表示を行う / Extract the attr/char to display at the given (legal) map location
- * @details
- * Basically, we "paint" the chosen attr/char in several passes, starting\n
- * with any known "terrain features" (defaulting to darkness), then adding\n
- * any known "objects", and finally, adding any known "monsters". This\n
- * is not the fastest method but since most of the calls to this function\n
- * are made for grids with no monsters or objects, it is fast enough.\n
- *\n
- * Note that this function, if used on the grid containing the "player",\n
- * will return the attr/char of the grid underneath the player, and not\n
- * the actual player attr/char itself, allowing a lot of optimization\n
- * in various "display" functions.\n
- *\n
- * Note that the "zero" entry in the feature/object/monster arrays are\n
- * used to provide "special" attr/char codes, with "monster zero" being\n
- * used for the player attr/char, "object zero" being used for the "stack"\n
- * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
- * though this function makes use of only "feature zero".\n
- *\n
- * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
- * which means their color changes, and "ATTR_CLEAR", which means they take\n
- * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
- * they take the symbol of whatever is under them. Technically, the flag\n
- * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
- * examined, but this flag is currently ignored.\n
- *\n
- * Currently, we do nothing with multi-hued objects, because there are\n
- * not any. If there were, they would have to set "shimmer_objects"\n
- * when they were created, and then new "shimmer" code in "dungeon.c"\n
- * would have to be created handle the "shimmer" effect, and the code\n
- * in "current_floor_ptr->grid_array.c" would have to be updated to create the shimmer effect.\n
- *\n
- * Note the effects of hallucination. Objects always appear as random\n
- * "objects", monsters as random "monsters", and normal grids occasionally\n
- * appear as random "monsters" or "objects", but note that these random\n
- * "monsters" and "objects" are really just "colored ascii symbols".\n
- *\n
- * Note that "floors" and "invisible traps" (and "zero" features) are\n
- * drawn as "floors" using a special check for optimization purposes,\n
- * and these are the only features which get drawn using the special\n
- * lighting effects activated by "view_special_lite".\n
- *\n
- * Note the use of the "mimic" field in the "terrain feature" processing,\n
- * which allows any feature to "pretend" to be another feature. This is\n
- * used to "hide" secret doors, and to make all "doors" appear the same,\n
- * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
- * It is possible to use this field to make a feature "look" like a floor,\n
- * but the "special lighting effects" for floors will not be used.\n
- *\n
- * Note the use of the new "terrain feature" information. Note that the\n
- * assumption that all interesting "objects" and "terrain features" are\n
- * memorized allows extremely optimized processing below. Note the use\n
- * of separate flags on objects to mark them as memorized allows a grid\n
- * to have memorized "terrain" without granting knowledge of any object\n
- * which may appear in that grid.\n
- *\n
- * Note the efficient code used to determine if a "floor" grid is\n
- * "memorized" or "viewable" by the player, where the test for the\n
- * grid being "viewable" is based on the facts that (1) the grid\n
- * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
- * line of sight, and (3) the player must not be blind, and uses the\n
- * assumption that all torch-lit grids are in line of sight.\n
- *\n
- * Note that floors (and invisible traps) are the only grids which are\n
- * not memorized when seen, so only these grids need to check to see if\n
- * the grid is "viewable" to the player (if it is not memorized). Since\n
- * most non-memorized grids are in fact walls, this induces *massive*\n
- * efficiency, at the cost of *forcing* the memorization of non-floor\n
- * grids when they are first seen. Note that "invisible traps" are\n
- * always treated exactly like "floors", which prevents "cheating".\n
- *\n
- * Note the "special lighting effects" which can be activated for floor\n
- * grids using the "view_special_lite" option (for "white" floor grids),\n
- * causing certain grids to be displayed using special colors. If the\n
- * player is "blind", we will use "dark gray", else if the grid is lit\n
- * by the torch, and the "view_yellow_lite" option is set, we will use\n
- * "yellow", else if the grid is "dark", we will use "dark gray", else\n
- * if the grid is not "viewable", and the "view_bright_lite" option is\n
- * set, and the we will use "slate" (gray). We will use "white" for all\n
- * other cases, in particular, for illuminated viewable floor grids.\n
- *\n
- * Note the "special lighting effects" which can be activated for wall\n
- * grids using the "view_granite_lite" option (for "white" wall grids),\n
- * causing certain grids to be displayed using special colors. If the\n
- * player is "blind", we will use "dark gray", else if the grid is lit\n
- * by the torch, and the "view_yellow_lite" option is set, we will use\n
- * "yellow", else if the "view_bright_lite" option is set, and the grid\n
- * is not "viewable", or is "dark", or is glowing, but not when viewed\n
- * from the player's current location, we will use "slate" (gray). We\n
- * will use "white" for all other cases, in particular, for correctly\n
- * illuminated viewable wall grids.\n
- *\n
- * Note that, when "view_granite_lite" is set, we use an inline version\n
- * of the "player_can_see_bold()" function to check the "viewability" of\n
- * grids when the "view_bright_lite" option is set, and we do NOT use\n
- * any special colors for "dark" wall grids, since this would allow the\n
- * player to notice the walls of illuminated rooms from a hallway that\n
- * happened to run beside the room. The alternative, by the way, would\n
- * be to prevent the generation of hallways next to rooms, but this\n
- * would still allow problems when digging towards a room.\n
- *\n
- * Note that bizarre things must be done when the "attr" and/or "char"\n
- * codes have the "high-bit" set, since these values are used to encode\n
- * various "special" pictures in some versions, and certain situations,\n
- * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
- * to be "scrambled" in various ways.\n
- *\n
- * Note that eventually we may use the "&" symbol for embedded treasure,\n
- * and use the "*" symbol to indicate multiple objects, though this will\n
- * have to wait for Angband 2.8.0 or later. Note that currently, this\n
- * is not important, since only one object or terrain feature is allowed\n
- * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.\n
- *\n
- * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
- * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
- * then a whole lot of code should be changed... XXX XXX\n
- */
-void map_info(POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp)
-{
- /* Get the current_floor_ptr->grid_array */
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- OBJECT_IDX this_o_idx, next_o_idx = 0;
-
- /* Feature code (applying "mimic" field) */
- FEAT_IDX feat = get_feat_mimic(g_ptr);
-
- /* Access floor */
- feature_type *f_ptr = &f_info[feat];
-
- TERM_COLOR a;
- SYMBOL_CODE c;
-
- /* Boring grids (floors, etc) */
- if (!have_flag(f_ptr->flags, FF_REMEMBER))
- {
- /*
- * Handle Memorized or visible floor
- *
- * No visual when blinded.
- * (to prevent strange effects on darkness breath)
- * otherwise,
- * - Can see grids with CAVE_MARK.
- * - Can see grids with CAVE_LITE or CAVE_MNLT.
- * (Such grids also have CAVE_VIEW)
- * - Can see grids with CAVE_VIEW unless darkened by monsters.
- */
- if (!p_ptr->blind &&
- ((g_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
- ((g_ptr->info & CAVE_VIEW) && (((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
- {
- /* Normal attr/char */
- a = f_ptr->x_attr[F_LIT_STANDARD];
- c = f_ptr->x_char[F_LIT_STANDARD];
-
- if (p_ptr->wild_mode)
- {
- /* Special lighting effects */
- /* Handle "night" */
- if (view_special_lite && !is_daytime())
- {
- /* Use a darkened colour/tile */
- a = f_ptr->x_attr[F_LIT_DARK];
- c = f_ptr->x_char[F_LIT_DARK];
- }
- }
-
- /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
- else if (darkened_grid(g_ptr))
- {
- /* Unsafe grid -- idea borrowed from Unangband */
- feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
- /* Access darkness */
- f_ptr = &f_info[feat];
-
- /* Char and attr of darkness */
- a = f_ptr->x_attr[F_LIT_STANDARD];
- c = f_ptr->x_char[F_LIT_STANDARD];
- }
-
- /* Special lighting effects */
- else if (view_special_lite)
- {
- /* Handle "torch-lit" grids */
- if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
- {
- /* Torch lite */
- if (view_yellow_lite)
- {
- /* Use a brightly lit colour/tile */
- a = f_ptr->x_attr[F_LIT_LITE];
- c = f_ptr->x_char[F_LIT_LITE];
- }
- }
-
- /* Handle "dark" grids */
- else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
- {
- /* Use a darkened colour/tile */
- a = f_ptr->x_attr[F_LIT_DARK];
- c = f_ptr->x_char[F_LIT_DARK];
- }
-
- /* Handle "out-of-sight" grids */
- else if (!(g_ptr->info & CAVE_VIEW))
- {
- /* Special flag */
- if (view_bright_lite)
- {
- /* Use a darkened colour/tile */
- a = f_ptr->x_attr[F_LIT_DARK];
- c = f_ptr->x_char[F_LIT_DARK];
- }
- }
- }
- }
-
- /* Unknown */
- else
- {
- /* Unsafe grid -- idea borrowed from Unangband */
- feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
- /* Access darkness */
- f_ptr = &f_info[feat];
-
- /* Normal attr/char */
- a = f_ptr->x_attr[F_LIT_STANDARD];
- c = f_ptr->x_char[F_LIT_STANDARD];
- }
- }
-
- /* Interesting grids (non-floors) */
- else
- {
- /* Memorized grids */
- if (g_ptr->info & CAVE_MARK)
- {
- /* Normal attr/char */
- a = f_ptr->x_attr[F_LIT_STANDARD];
- c = f_ptr->x_char[F_LIT_STANDARD];
-
- if (p_ptr->wild_mode)
- {
- /* Special lighting effects */
- /* Handle "blind" or "night" */
- if (view_granite_lite && (p_ptr->blind || !is_daytime()))
- {
- /* Use a darkened colour/tile */
- a = f_ptr->x_attr[F_LIT_DARK];
- c = f_ptr->x_char[F_LIT_DARK];
- }
- }
-
- /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
- else if (darkened_grid(g_ptr) && !p_ptr->blind)
- {
- if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
- {
- /* Unsafe grid -- idea borrowed from Unangband */
- feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
- /* Access darkness */
- f_ptr = &f_info[feat];
-
- /* Char and attr of darkness */
- a = f_ptr->x_attr[F_LIT_STANDARD];
- c = f_ptr->x_char[F_LIT_STANDARD];
- }
- else if (view_granite_lite && view_bright_lite)
- {
- /* Use a darkened colour/tile */
- a = f_ptr->x_attr[F_LIT_DARK];
- c = f_ptr->x_char[F_LIT_DARK];
- }
- }
-
- /* Special lighting effects */
- else if (view_granite_lite)
- {
- /* Handle "blind" */
- if (p_ptr->blind)
- {
- /* Use a darkened colour/tile */
- a = f_ptr->x_attr[F_LIT_DARK];
- c = f_ptr->x_char[F_LIT_DARK];
- }
-
- /* Handle "torch-lit" grids */
- else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
- {
- /* Torch lite */
- if (view_yellow_lite)
- {
- /* Use a brightly lit colour/tile */
- a = f_ptr->x_attr[F_LIT_LITE];
- c = f_ptr->x_char[F_LIT_LITE];
- }
- }
-
- /* Handle "view_bright_lite" */
- else if (view_bright_lite)
- {
- /* Not viewable */
- if (!(g_ptr->info & CAVE_VIEW))
- {
- /* Use a darkened colour/tile */
- a = f_ptr->x_attr[F_LIT_DARK];
- c = f_ptr->x_char[F_LIT_DARK];
- }
-
- /* Not glowing */
- else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
- {
- /* Use a darkened colour/tile */
- a = f_ptr->x_attr[F_LIT_DARK];
- c = f_ptr->x_char[F_LIT_DARK];
- }
-
- /* Not glowing correctly */
- else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(y, x))
- {
- /* Use a darkened colour/tile */
- a = f_ptr->x_attr[F_LIT_DARK];
- c = f_ptr->x_char[F_LIT_DARK];
- }
- }
- }
- }
-
- /* Unknown */
- else
- {
- /* Unsafe grid -- idea borrowed from Unangband */
- feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
- /* Access feature */
- f_ptr = &f_info[feat];
-
- /* Normal attr/char */
- a = f_ptr->x_attr[F_LIT_STANDARD];
- c = f_ptr->x_char[F_LIT_STANDARD];
- }
- }
-
- if (feat_priority == -1) feat_priority = f_ptr->priority;
-
- /* Save the terrain info for the transparency effects */
- (*tap) = a;
- (*tcp) = c;
-
- /* Save the info */
- (*ap) = a;
- (*cp) = c;
-
- /* Hack -- rare random hallucination, except on outer dungeon walls */
- if (p_ptr->image)
- {
- if (one_in_(256))
- {
- /* Hallucinate */
- image_random(ap, cp);
- }
- }
-
- /* Objects */
- for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
- o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
-
- /* Memorized objects */
- if (o_ptr->marked & OM_FOUND)
- {
- if (display_autopick)
- {
- byte act;
-
- match_autopick = is_autopick(o_ptr);
- if (match_autopick == -1)
- continue;
-
- act = autopick_list[match_autopick].action;
-
- if ((act & DO_DISPLAY) && (act & display_autopick))
- {
- autopick_obj = o_ptr;
- }
- else
- {
- match_autopick = -1;
- continue;
- }
- }
- /* Normal char */
- (*cp) = object_char(o_ptr);
-
- /* Normal attr */
- (*ap) = object_attr(o_ptr);
-
- feat_priority = 20;
-
- /* Hack -- hallucination */
- if (p_ptr->image) image_object(ap, cp);
-
- break;
- }
- }
-
-
- /* Handle monsters */
- if (g_ptr->m_idx && display_autopick == 0)
- {
- monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
-
- /* Visible monster */
- if (m_ptr->ml)
- {
- monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
-
- feat_priority = 30;
-
- /* Hallucination */
- if (p_ptr->image)
- {
- /*
- * Monsters with both CHAR_CLEAR and ATTR_CLEAR
- * flags are always unseen.
- */
- if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
- {
- /* Do nothing */
- }
- else
- {
- /* Hallucinatory monster */
- image_monster(ap, cp);
- }
- }
- else
- {
- /* Monster attr/char */
- a = r_ptr->x_attr;
- c = r_ptr->x_char;
-
- /* Normal monsters */
- if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
- | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
- {
- /* Desired monster attr/char */
- *ap = a;
- *cp = c;
- }
-
- /*
- * Monsters with both CHAR_CLEAR and ATTR_CLEAR
- * flags are always unseen.
- */
- else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
- {
- /* Do nothing */
- }
-
- else
- {
- /*** Monster's attr ***/
- if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
- {
- /* Clear-attr */
- /* Do nothing */
- }
- else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
- {
- /* Multi-hued attr */
- if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
- else switch (randint1(7))
- {
- case 1: *ap = TERM_RED; break;
- case 2: *ap = TERM_L_RED; break;
- case 3: *ap = TERM_WHITE; break;
- case 4: *ap = TERM_L_GREEN; break;
- case 5: *ap = TERM_BLUE; break;
- case 6: *ap = TERM_L_DARK; break;
- case 7: *ap = TERM_GREEN; break;
- }
- }
- else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
- {
- /* Use semi-random attr (usually mimics' colors vary) */
- *ap = g_ptr->m_idx % 15 + 1;
- }
- else
- {
- /* Normal case */
- *ap = a;
- }
-
- /*** Monster's char ***/
- if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
- {
- /* Clear-char */
- /* Do nothing */
- }
- else if (r_ptr->flags1 & RF1_SHAPECHANGER)
- {
- if (use_graphics)
- {
- monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
- *cp = tmp_r_ptr->x_char;
- *ap = tmp_r_ptr->x_attr;
- }
- else
- {
- *cp = (one_in_(25) ?
- image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
- image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
- }
- }
- else
- {
- /* Normal case */
- *cp = c;
- }
- }
- }
- }
- }
-
- /* Handle "player" */
- if (player_bold(y, x))
- {
- monster_race *r_ptr = &r_info[0];
- *ap = r_ptr->x_attr;
- *cp = r_ptr->x_char;
- feat_priority = 31;
- }
-}
-
-
-/*
- * Calculate panel colum of a location in the map
- */
-static int panel_col_of(int col)
-{
- col -= panel_col_min;
- if (use_bigtile) col *= 2;
- return col + 13;
-}
-
-
-/*
- * Moves the cursor to a given MAP (y,x) location
- */
-void move_cursor_relative(int row, int col)
-{
- /* Real co-ords convert to screen positions */
- row -= panel_row_prt;
-
- /* Go there */
- Term_gotoxy(panel_col_of(col), row);
-}
-
-
-
-/*
- * Place an attr/char pair at the given map coordinate, if legal.
- */
-void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
-{
- /* Only do "legal" locations */
- if (panel_contains(y, x))
- {
- /* Hack -- fake monochrome */
- if (!use_graphics)
- {
- if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
- else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
- else if (p_ptr->wraith_form) a = TERM_L_DARK;
- }
-
- /* Draw the char using the attr */
- Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
+ /* Draw the char using the attr */
+ Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
}
}
*/
void note_spot(POSITION y, POSITION x)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Blind players see nothing */
/* Hack -- memorize objects */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
+ object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Memorize objects */
g_ptr->info |= (CAVE_KNOWN);
}
-
-void display_dungeon(void)
+/*
+ * Redraw (on the screen) a given MAP location
+ *
+ * This function should only be called on "legal" grids
+ */
+void lite_spot(POSITION y, POSITION x)
{
- TERM_LEN x, y;
- TERM_COLOR a;
- SYMBOL_CODE c;
-
- TERM_COLOR ta = 0;
- SYMBOL_CODE tc = '\0';
-
- for (x = p_ptr->x - Term->wid / 2 + 1; x <= p_ptr->x + Term->wid / 2; x++)
+ /* Redraw if on screen */
+ if (panel_contains(y, x) && in_bounds2(p_ptr->current_floor_ptr, y, x))
{
- for (y = p_ptr->y - Term->hgt / 2 + 1; y <= p_ptr->y + Term->hgt / 2; y++)
- {
- if (in_bounds2(y, x))
- {
+ TERM_COLOR a;
+ SYMBOL_CODE c;
+ TERM_COLOR ta;
+ SYMBOL_CODE tc;
- /* Examine the grid */
- map_info(y, x, &a, &c, &ta, &tc);
-
- /* Hack -- fake monochrome */
- if (!use_graphics)
- {
- if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
- else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
- else if (p_ptr->wraith_form) a = TERM_L_DARK;
- }
-
- /* Hack -- Queue it */
- Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
- }
- else
- {
- /* Clear out-of-bound tiles */
-
- /* Access darkness */
- feature_type *f_ptr = &f_info[feat_none];
-
- /* Normal attr */
- a = f_ptr->x_attr[F_LIT_STANDARD];
-
- /* Normal char */
- c = f_ptr->x_char[F_LIT_STANDARD];
-
- /* Hack -- Queue it */
- Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
- }
- }
- }
-}
-
-
-/*
- * Redraw (on the screen) a given MAP location
- *
- * This function should only be called on "legal" grids
- */
-void lite_spot(POSITION y, POSITION x)
-{
- /* Redraw if on screen */
- if (panel_contains(y, x) && in_bounds2(y, x))
- {
- TERM_COLOR a;
- SYMBOL_CODE c;
-
- TERM_COLOR ta;
- SYMBOL_CODE tc;
-
- /* Examine the grid */
- map_info(y, x, &a, &c, &ta, &tc);
+ map_info(y, x, &a, &c, &ta, &tc);
/* Hack -- fake monochrome */
if (!use_graphics)
}
}
-
/*
- * Prints the map of the dungeon
- *
- * Note that, for efficiency, we contain an "optimized" version
- * of both "lite_spot()" and "print_rel()", and that we use the
- * "lite_spot()" function to display the player grid, if needed.
- */
-void prt_map(void)
-{
- POSITION x, y;
- int v;
-
- /* map bounds */
- POSITION xmin, xmax, ymin, ymax;
-
- TERM_LEN wid, hgt;
-
- Term_get_size(&wid, &hgt);
-
- /* Remove map offset */
- wid -= COL_MAP + 2;
- hgt -= ROW_MAP + 2;
-
- /* Access the cursor state */
- (void)Term_get_cursor(&v);
-
- /* Hide the cursor */
- (void)Term_set_cursor(0);
-
- /* Get bounds */
- xmin = (0 < panel_col_min) ? panel_col_min : 0;
- xmax = (current_floor_ptr->width - 1 > panel_col_max) ? panel_col_max : current_floor_ptr->width - 1;
- ymin = (0 < panel_row_min) ? panel_row_min : 0;
- ymax = (current_floor_ptr->height - 1 > panel_row_max) ? panel_row_max : current_floor_ptr->height - 1;
-
- /* Bottom section of screen */
- for (y = 1; y <= ymin - panel_row_prt; y++)
- {
- /* Erase the section */
- Term_erase(COL_MAP, y, wid);
- }
-
- /* Top section of screen */
- for (y = ymax - panel_row_prt; y <= hgt; y++)
- {
- /* Erase the section */
- Term_erase(COL_MAP, y, wid);
- }
-
- /* Dump the map */
- for (y = ymin; y <= ymax; y++)
- {
- /* Scan the columns of row "y" */
- for (x = xmin; x <= xmax; x++)
- {
- TERM_COLOR a;
- SYMBOL_CODE c;
-
- TERM_COLOR ta;
- SYMBOL_CODE tc;
-
- /* Determine what is there */
- map_info(y, x, &a, &c, &ta, &tc);
-
- /* Hack -- fake monochrome */
- if (!use_graphics)
- {
- if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
- else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
- else if (p_ptr->wraith_form) a = TERM_L_DARK;
- }
-
- /* Efficiency -- Redraw that grid of the map */
- Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
- }
- }
-
- /* Display player */
- lite_spot(p_ptr->y, p_ptr->x);
-
- /* Restore the cursor */
- (void)Term_set_cursor(v);
-}
-
-
-
-/*
- * print project path
- */
-void prt_path(POSITION y, POSITION x)
-{
- int i;
- int path_n;
- u16b path_g[512];
- byte_hack default_color = TERM_SLATE;
-
- if (!display_path) return;
- if (-1 == project_length)
- return;
-
- /* Get projection path */
- path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), p_ptr->y, p_ptr->x, y, x, PROJECT_PATH | PROJECT_THRU);
-
- p_ptr->redraw |= (PR_MAP);
- handle_stuff();
-
- /* Draw path */
- for (i = 0; i < path_n; i++)
- {
- POSITION ny = GRID_Y(path_g[i]);
- POSITION nx = GRID_X(path_g[i]);
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
-
- if (panel_contains(ny, nx))
- {
- TERM_COLOR a = default_color;
- char c;
-
- TERM_COLOR ta = default_color;
- char tc = '*';
-
- if (g_ptr->m_idx && current_floor_ptr->m_list[g_ptr->m_idx].ml)
- {
- /* Determine what is there */
- map_info(ny, nx, &a, &c, &ta, &tc);
-
- if (!is_ascii_graphics(a))
- a = default_color;
- else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
- a = default_color;
- else if (a == default_color)
- a = TERM_WHITE;
- }
-
- if (!use_graphics)
- {
- if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
- else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
- else if (p_ptr->wraith_form) a = TERM_L_DARK;
- }
-
- c = '*';
-
- /* Hack -- Queue it */
- Term_queue_bigchar(panel_col_of(nx), ny - panel_row_prt, a, c, ta, tc);
- }
-
- /* Known Wall */
- if ((g_ptr->info & CAVE_MARK) && !cave_have_flag_grid(g_ptr, FF_PROJECT)) break;
-
- /* Change color */
- if (nx == x && ny == y) default_color = TERM_L_DARK;
- }
-}
-
-
-static concptr simplify_list[][2] =
-{
-#ifdef JP
- {"の魔法書", ""},
- {NULL, NULL}
-#else
- {"^Ring of ", "="},
- {"^Amulet of ", "\""},
- {"^Scroll of ", "?"},
- {"^Scroll titled ", "?"},
- {"^Wand of " , "-"},
- {"^Rod of " , "-"},
- {"^Staff of " , "_"},
- {"^Potion of ", "!"},
- {" Spellbook ",""},
- {"^Book of ", ""},
- {" Magic [", "["},
- {" Book [", "["},
- {" Arts [", "["},
- {"^Set of ", ""},
- {"^Pair of ", ""},
- {NULL, NULL}
-#endif
-};
-
-static void display_shortened_item_name(object_type *o_ptr, int y)
-{
- char buf[MAX_NLEN];
- char *c = buf;
- int len = 0;
- TERM_COLOR attr;
-
- object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
- attr = tval_to_attr[o_ptr->tval % 128];
-
- if (p_ptr->image)
- {
- attr = TERM_WHITE;
- strcpy(buf, _("何か奇妙な物", "something strange"));
- }
-
- for (c = buf; *c; c++)
- {
- int i;
- for (i = 0; simplify_list[i][1]; i++)
- {
- concptr org_w = simplify_list[i][0];
-
- if (*org_w == '^')
- {
- if (c == buf)
- org_w++;
- else
- continue;
- }
-
- if (!strncmp(c, org_w, strlen(org_w)))
- {
- char *s = c;
- concptr tmp = simplify_list[i][1];
- while (*tmp)
- *s++ = *tmp++;
- tmp = c + strlen(org_w);
- while (*tmp)
- *s++ = *tmp++;
- *s = '\0';
- }
- }
- }
-
- c = buf;
- len = 0;
- /* 半角 12 文字分で切る */
- while (*c)
- {
-#ifdef JP
- if (iskanji(*c))
- {
- if (len + 2 > 12) break;
- c += 2;
- len += 2;
- }
- else
-#endif
- {
- if (len + 1 > 12) break;
- c++;
- len++;
- }
- }
- *c = '\0';
- Term_putstr(0, y, 12, attr, buf);
-}
-
-/*
- * Display a "small-scale" map of the dungeon in the active Term
- */
-void display_map(int *cy, int *cx)
-{
- int i, j, x, y;
-
- TERM_COLOR ta;
- SYMBOL_CODE tc;
-
- byte tp;
-
- TERM_COLOR **bigma;
- SYMBOL_CODE **bigmc;
- byte **bigmp;
-
- TERM_COLOR **ma;
- SYMBOL_CODE **mc;
- byte **mp;
-
- /* Save lighting effects */
- bool old_view_special_lite = view_special_lite;
- bool old_view_granite_lite = view_granite_lite;
-
- TERM_LEN hgt, wid, yrat, xrat;
-
- int **match_autopick_yx;
- object_type ***object_autopick_yx;
-
- Term_get_size(&wid, &hgt);
- hgt -= 2;
- wid -= 14;
- if (use_bigtile) wid /= 2;
-
- yrat = (current_floor_ptr->height + hgt - 1) / hgt;
- xrat = (current_floor_ptr->width + wid - 1) / wid;
-
- /* Disable lighting effects */
- view_special_lite = FALSE;
- view_granite_lite = FALSE;
-
- /* Allocate the maps */
- C_MAKE(ma, (hgt + 2), TERM_COLOR *);
- C_MAKE(mc, (hgt + 2), char_ptr);
- C_MAKE(mp, (hgt + 2), byte_ptr);
- C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
- C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
-
- /* Allocate and wipe each line map */
- for (y = 0; y < (hgt + 2); y++)
- {
- /* Allocate one row each array */
- C_MAKE(ma[y], (wid + 2), TERM_COLOR);
- C_MAKE(mc[y], (wid + 2), char);
- C_MAKE(mp[y], (wid + 2), byte);
- C_MAKE(match_autopick_yx[y], (wid + 2), int);
- C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
-
- for (x = 0; x < wid + 2; ++x)
- {
- match_autopick_yx[y][x] = -1;
- object_autopick_yx[y][x] = NULL;
-
- /* Nothing here */
- ma[y][x] = TERM_WHITE;
- mc[y][x] = ' ';
-
- /* No priority */
- mp[y][x] = 0;
- }
- }
-
- /* Allocate the maps */
- C_MAKE(bigma, (current_floor_ptr->height + 2), TERM_COLOR *);
- C_MAKE(bigmc, (current_floor_ptr->height + 2), char_ptr);
- C_MAKE(bigmp, (current_floor_ptr->height + 2), byte_ptr);
-
- /* Allocate and wipe each line map */
- for (y = 0; y < (current_floor_ptr->height + 2); y++)
- {
- /* Allocate one row each array */
- C_MAKE(bigma[y], (current_floor_ptr->width + 2), TERM_COLOR);
- C_MAKE(bigmc[y], (current_floor_ptr->width + 2), char);
- C_MAKE(bigmp[y], (current_floor_ptr->width + 2), byte);
-
- for (x = 0; x < current_floor_ptr->width + 2; ++x)
- {
- /* Nothing here */
- bigma[y][x] = TERM_WHITE;
- bigmc[y][x] = ' ';
-
- /* No priority */
- bigmp[y][x] = 0;
- }
- }
-
- /* Fill in the map */
- for (i = 0; i < current_floor_ptr->width; ++i)
- {
- for (j = 0; j < current_floor_ptr->height; ++j)
- {
- x = i / xrat + 1;
- y = j / yrat + 1;
-
- match_autopick = -1;
- autopick_obj = NULL;
- feat_priority = -1;
-
- /* Extract the current attr/char at that map location */
- map_info(j, i, &ta, &tc, &ta, &tc);
-
- /* Extract the priority */
- tp = (byte_hack)feat_priority;
-
- if (match_autopick != -1
- && (match_autopick_yx[y][x] == -1
- || match_autopick_yx[y][x] > match_autopick))
- {
- match_autopick_yx[y][x] = match_autopick;
- object_autopick_yx[y][x] = autopick_obj;
- tp = 0x7f;
- }
-
- /* Save the char, attr and priority */
- bigmc[j + 1][i + 1] = tc;
- bigma[j + 1][i + 1] = ta;
- bigmp[j + 1][i + 1] = tp;
- }
- }
-
- for (j = 0; j < current_floor_ptr->height; ++j)
- {
- for (i = 0; i < current_floor_ptr->width; ++i)
- {
- x = i / xrat + 1;
- y = j / yrat + 1;
-
- tc = bigmc[j + 1][i + 1];
- ta = bigma[j + 1][i + 1];
- tp = bigmp[j + 1][i + 1];
-
- /* rare feature has more priority */
- if (mp[y][x] == tp)
- {
- int t;
- int cnt = 0;
-
- for (t = 0; t < 8; t++)
- {
- if (tc == bigmc[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]] &&
- ta == bigma[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]])
- cnt++;
- }
- if (cnt <= 4)
- tp++;
- }
-
- /* Save "best" */
- if (mp[y][x] < tp)
- {
- /* Save the char, attr and priority */
- mc[y][x] = tc;
- ma[y][x] = ta;
- mp[y][x] = tp;
- }
- }
- }
-
-
- /* Corners */
- x = wid + 1;
- y = hgt + 1;
-
- /* Draw the corners */
- mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
-
- /* Draw the horizontal edges */
- for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
-
- /* Draw the vertical edges */
- for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
-
-
- /* Display each map line in order */
- for (y = 0; y < hgt + 2; ++y)
- {
- /* Start a new line */
- Term_gotoxy(COL_MAP, y);
-
- /* Display the line */
- for (x = 0; x < wid + 2; ++x)
- {
- ta = ma[y][x];
- tc = mc[y][x];
-
- /* Hack -- fake monochrome */
- if (!use_graphics)
- {
- if (current_world_ptr->timewalk_m_idx) ta = TERM_DARK;
- else if (IS_INVULN() || p_ptr->timewalk) ta = TERM_WHITE;
- else if (p_ptr->wraith_form) ta = TERM_L_DARK;
- }
-
- /* Add the character */
- Term_add_bigch(ta, tc);
- }
- }
-
-
- for (y = 1; y < hgt + 1; ++y)
- {
- match_autopick = -1;
- for (x = 1; x <= wid; x++) {
- if (match_autopick_yx[y][x] != -1 &&
- (match_autopick > match_autopick_yx[y][x] ||
- match_autopick == -1)) {
- match_autopick = match_autopick_yx[y][x];
- autopick_obj = object_autopick_yx[y][x];
- }
- }
-
- /* Clear old display */
- Term_putstr(0, y, 12, 0, " ");
-
- if (match_autopick != -1)
-#if 1
- display_shortened_item_name(autopick_obj, y);
-#else
- {
- char buf[13] = "\0";
- strncpy(buf, autopick_list[match_autopick].name, 12);
- buf[12] = '\0';
- put_str(buf, y, 0);
- }
-#endif
-
- }
-
- /* Player location */
- (*cy) = p_ptr->y / yrat + 1 + ROW_MAP;
- if (!use_bigtile)
- (*cx) = p_ptr->x / xrat + 1 + COL_MAP;
- else
- (*cx) = (p_ptr->x / xrat + 1) * 2 + COL_MAP;
-
- /* Restore lighting effects */
- view_special_lite = old_view_special_lite;
- view_granite_lite = old_view_granite_lite;
-
- /* Free each line map */
- for (y = 0; y < (hgt + 2); y++)
- {
- /* Free one row each array */
- C_KILL(ma[y], (wid + 2), TERM_COLOR);
- C_KILL(mc[y], (wid + 2), SYMBOL_CODE);
- C_KILL(mp[y], (wid + 2), byte);
- C_KILL(match_autopick_yx[y], (wid + 2), int);
- C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
- }
-
- /* Free each line map */
- C_KILL(ma, (hgt + 2), TERM_COLOR *);
- C_KILL(mc, (hgt + 2), char_ptr);
- C_KILL(mp, (hgt + 2), byte_ptr);
- C_KILL(match_autopick_yx, (hgt + 2), sint_ptr);
- C_KILL(object_autopick_yx, (hgt + 2), object_type **);
-
- /* Free each line map */
- for (y = 0; y < (current_floor_ptr->height + 2); y++)
- {
- /* Free one row each array */
- C_KILL(bigma[y], (current_floor_ptr->width + 2), TERM_COLOR);
- C_KILL(bigmc[y], (current_floor_ptr->width + 2), SYMBOL_CODE);
- C_KILL(bigmp[y], (current_floor_ptr->width + 2), byte);
- }
-
- /* Free each line map */
- C_KILL(bigma, (current_floor_ptr->height + 2), TERM_COLOR *);
- C_KILL(bigmc, (current_floor_ptr->height + 2), char_ptr);
- C_KILL(bigmp, (current_floor_ptr->height + 2), byte_ptr);
-}
-
-
-/*
- * Display a "small-scale" map of the dungeon for the player
- *
- * Currently, the "player" is displayed on the map.
- */
-void do_cmd_view_map(void)
-{
- int cy, cx;
-
- screen_save();
-
- prt(_("お待ち下さい...", "Please wait..."), 0, 0);
-
- Term_fresh();
- Term_clear();
-
- display_autopick = 0;
-
- /* Display the map */
- display_map(&cy, &cx);
-
- /* Wait for it */
- if (max_autopick && !p_ptr->wild_mode)
- {
- display_autopick = ITEM_DISPLAY;
-
- while (1)
- {
- int i;
- byte flag;
-
- int wid, hgt, row_message;
-
- Term_get_size(&wid, &hgt);
- row_message = hgt - 1;
-
- put_str(_("何かキーを押してください('M':拾う 'N':放置 'D':M+N 'K':壊すアイテムを表示)",
- " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
-
- /* Hilite the player */
- move_cursor(cy, cx);
-
- i = inkey();
-
- if ('M' == i)
- flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
- else if ('N' == i)
- flag = DONT_AUTOPICK;
- else if ('K' == i)
- flag = DO_AUTODESTROY;
- else if ('D' == i)
- flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
- else
- break;
-
- Term_fresh();
-
- if (~display_autopick & flag)
- display_autopick |= flag;
- else
- display_autopick &= ~flag;
- /* Display the map */
- display_map(&cy, &cx);
- }
-
- display_autopick = 0;
-
- }
- else
- {
- put_str(_("何かキーを押すとゲームに戻ります", "Hit any key to continue"), 23, 30);
- /* Hilite the player */
- move_cursor(cy, cx);
- /* Get any key */
- inkey();
- }
- screen_load();
-}
-
-
-
-
-
-/*
- * Some comments on the grid flags. -BEN-
+ * Some comments on the grid flags. -BEN-
*
*
* One of the major bottlenecks in previous versions of Angband was in
* To simplify various things, a grid may be marked as "CAVE_MARK", meaning
* that even if the player cannot "see" the grid, he "knows" the terrain in
* that grid. This is used to "remember" walls/doors/stairs/floors when they
- * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
+ * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite(p_ptr, )",
* or when one of the "memorize floor grids" options induces memorization.
*
* Objects are "memorized" in a different way, using a special "marked" flag
* allow the player to reduce his field of view in town, if needed.
*
* In the "best" case (say, a normal stretch of corridor), the algorithm
- * makes one check for each viewable grid, and makes no calls to "los()".
- * So running in corridors is very fast, and if a lot of monsters are
- * nearby, it is much faster than the old methods.
- *
- * Note that resting, most normal commands, and several forms of running,
- * plus all commands executed near large groups of monsters, are strictly
- * more efficient with "update_view()" that with the old "compute los() on
- * demand" method, primarily because once the "field of view" has been
- * calculated, it does not have to be recalculated until the player moves
- * (or a wall or door is created or destroyed).
- *
- * Note that we no longer have to do as many "los()" checks, since once the
- * "view" region has been built, very few things cause it to be "changed"
- * (player movement, and the opening/closing of doors, changes in wall status).
- * Note that door/wall changes are only relevant when the door/wall itself is
- * in the "view" region.
- *
- * The algorithm seems to only call "los()" from zero to ten times, usually
- * only when coming down a corridor into a room, or standing in a room, just
- * misaligned with a corridor. So if, say, there are five "nearby" monsters,
- * we will be reducing the calls to "los()".
- *
- * I am thinking in terms of an algorithm that "walks" from the central point
- * out to the maximal "distance", at each point, determining the "view" code
- * (above). For each grid not on a major axis or diagonal, the "view" code
- * depends on the "cave_los_bold()" and "view" of exactly two other grids
- * (the one along the nearest diagonal, and the one next to that one, see
- * "update_view_aux()"...).
- *
- * We "memorize" the viewable space array, so that at the cost of under 3000
- * bytes, we reduce the time taken by "forget_view()" to one assignment for
- * each grid actually in the "viewable space". And for another 3000 bytes,
- * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
- * are also used by other routines, thus reducing the cost to almost nothing.
- *
- * A similar thing is done for "forget_lite()" in which case the savings are
- * much less, but save us from doing bizarre maintenance checking.
- *
- * In the worst "normal" case (in the middle of the town), the reachable space
- * actually reaches to more than half of the largest possible "circle" of view,
- * or about 800 grids, and in the worse case (in the middle of a dungeon level
- * where all the walls have been removed), the reachable space actually reaches
- * the theoretical maximum size of just under 1500 grids.
- *
- * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
- * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
- * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
- * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
- * entire possible space (including initialization) in one step per grid. If
- * we do the "clearing" as a separate step (and use an array of "view" grids),
- * then the clearing will take as many steps as grids that were viewed, and the
- * algorithm will be able to "stop" scanning at various points.
- * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
- */
-
-
-
-
-
-
-
-
- /*
- * Actually erase the entire "lite" array, redrawing every grid
- */
-void forget_lite(void)
-{
- int i, x, y;
-
- /* None to forget */
- if (!current_floor_ptr->lite_n) return;
-
- /* Clear them all */
- for (i = 0; i < current_floor_ptr->lite_n; i++)
- {
- y = current_floor_ptr->lite_y[i];
- x = current_floor_ptr->lite_x[i];
-
- /* Forget "LITE" flag */
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
-
- /* lite_spot(y, x); Perhaps don't need? */
- }
-
- /* None left */
- current_floor_ptr->lite_n = 0;
-}
-
-
-/*
- * For delayed visual update
- */
-#define cave_note_and_redraw_later(C,Y,X) \
-{\
- (C)->info |= CAVE_NOTE; \
- cave_redraw_later((C), (Y), (X)); \
-}
-
-
- /*
- * For delayed visual update
- */
-#define cave_redraw_later(C,Y,X) \
-{\
- if (!((C)->info & CAVE_REDRAW)) \
- { \
- (C)->info |= CAVE_REDRAW; \
- current_floor_ptr->redraw_y[current_floor_ptr->redraw_n] = (Y); \
- current_floor_ptr->redraw_x[current_floor_ptr->redraw_n++] = (X); \
- } \
-}
-
-
- /*
- * This macro allows us to efficiently add a grid to the "lite" array,
- * note that we are never called for illegal grids, or for grids which
- * have already been placed into the "lite" array, and we are never
- * called when the "lite" array is full.
- */
-#define cave_lite_hack(Y,X) \
-{\
- if (!(current_floor_ptr->grid_array[Y][X].info & (CAVE_LITE))) \
- { \
- current_floor_ptr->grid_array[Y][X].info |= (CAVE_LITE); \
- current_floor_ptr->lite_y[current_floor_ptr->lite_n] = (Y); \
- current_floor_ptr->lite_x[current_floor_ptr->lite_n++] = (X); \
- } \
-}
-
-
- /*
- * Update the set of grids "illuminated" by the player's lite.
- *
- * This routine needs to use the results of "update_view()"
- *
- * Note that "blindness" does NOT affect "torch lite". Be careful!
- *
- * We optimize most lites (all non-artifact lites) by using "obvious"
- * facts about the results of "small" lite radius, and we attempt to
- * list the "nearby" grids before the more "distant" ones in the
- * array of torch-lit grids.
- *
- * We assume that "radius zero" lite is in fact no lite at all.
- *
- * Torch Lantern Artifacts
- * (etc)
- * ***
- * *** *****
- * *** ***** *******
- * *@* **@** ***@***
- * *** ***** *******
- * *** *****
- * ***
- */
-void update_lite(void)
-{
- int i;
- POSITION x, y, min_x, max_x, min_y, max_y;
- int p = p_ptr->cur_lite;
- grid_type *g_ptr;
-
- /*** Special case ***/
-
-#if 0
- /* Hack -- Player has no lite */
- if (p <= 0)
- {
- /* Forget the old lite */
- /* forget_lite(); Perhaps don't need? */
-
- /* Add it to later visual update */
- cave_redraw_later(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x], p_ptr->y, p_ptr->x);
- }
-#endif
-
- /*** Save the old "lite" grids for later ***/
-
- /* Clear them all */
- for (i = 0; i < current_floor_ptr->lite_n; i++)
- {
- y = current_floor_ptr->lite_y[i];
- x = current_floor_ptr->lite_x[i];
-
- /* Mark the grid as not "lite" */
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
-
- /* Mark the grid as "seen" */
- current_floor_ptr->grid_array[y][x].info |= (CAVE_TEMP);
-
- /* Add it to the "seen" set */
- temp_y[temp_n] = y;
- temp_x[temp_n] = x;
- temp_n++;
- }
-
- /* None left */
- current_floor_ptr->lite_n = 0;
-
-
- /*** Collect the new "lite" grids ***/
-
- /* Radius 1 -- torch radius */
- if (p >= 1)
- {
- /* Player grid */
- cave_lite_hack(p_ptr->y, p_ptr->x);
-
- /* Adjacent grid */
- cave_lite_hack(p_ptr->y + 1, p_ptr->x);
- cave_lite_hack(p_ptr->y - 1, p_ptr->x);
- cave_lite_hack(p_ptr->y, p_ptr->x + 1);
- cave_lite_hack(p_ptr->y, p_ptr->x - 1);
-
- /* Diagonal grids */
- cave_lite_hack(p_ptr->y + 1, p_ptr->x + 1);
- cave_lite_hack(p_ptr->y + 1, p_ptr->x - 1);
- cave_lite_hack(p_ptr->y - 1, p_ptr->x + 1);
- cave_lite_hack(p_ptr->y - 1, p_ptr->x - 1);
- }
-
- /* Radius 2 -- lantern radius */
- if (p >= 2)
- {
- /* South of the player */
- if (cave_los_bold(p_ptr->y + 1, p_ptr->x))
- {
- cave_lite_hack(p_ptr->y + 2, p_ptr->x);
- cave_lite_hack(p_ptr->y + 2, p_ptr->x + 1);
- cave_lite_hack(p_ptr->y + 2, p_ptr->x - 1);
- }
-
- /* North of the player */
- if (cave_los_bold(p_ptr->y - 1, p_ptr->x))
- {
- cave_lite_hack(p_ptr->y - 2, p_ptr->x);
- cave_lite_hack(p_ptr->y - 2, p_ptr->x + 1);
- cave_lite_hack(p_ptr->y - 2, p_ptr->x - 1);
- }
-
- /* East of the player */
- if (cave_los_bold(p_ptr->y, p_ptr->x + 1))
- {
- cave_lite_hack(p_ptr->y, p_ptr->x + 2);
- cave_lite_hack(p_ptr->y + 1, p_ptr->x + 2);
- cave_lite_hack(p_ptr->y - 1, p_ptr->x + 2);
- }
-
- /* West of the player */
- if (cave_los_bold(p_ptr->y, p_ptr->x - 1))
- {
- cave_lite_hack(p_ptr->y, p_ptr->x - 2);
- cave_lite_hack(p_ptr->y + 1, p_ptr->x - 2);
- cave_lite_hack(p_ptr->y - 1, p_ptr->x - 2);
- }
- }
-
- /* Radius 3+ -- artifact radius */
- if (p >= 3)
- {
- int d;
-
- /* Paranoia -- see "LITE_MAX" */
- if (p > 14) p = 14;
-
- /* South-East of the player */
- if (cave_los_bold(p_ptr->y + 1, p_ptr->x + 1))
- {
- cave_lite_hack(p_ptr->y + 2, p_ptr->x + 2);
- }
-
- /* South-West of the player */
- if (cave_los_bold(p_ptr->y + 1, p_ptr->x - 1))
- {
- cave_lite_hack(p_ptr->y + 2, p_ptr->x - 2);
- }
-
- /* North-East of the player */
- if (cave_los_bold(p_ptr->y - 1, p_ptr->x + 1))
- {
- cave_lite_hack(p_ptr->y - 2, p_ptr->x + 2);
- }
-
- /* North-West of the player */
- if (cave_los_bold(p_ptr->y - 1, p_ptr->x - 1))
- {
- cave_lite_hack(p_ptr->y - 2, p_ptr->x - 2);
- }
-
- /* Maximal north */
- min_y = p_ptr->y - p;
- if (min_y < 0) min_y = 0;
-
- /* Maximal south */
- max_y = p_ptr->y + p;
- if (max_y > current_floor_ptr->height - 1) max_y = current_floor_ptr->height - 1;
-
- /* Maximal west */
- min_x = p_ptr->x - p;
- if (min_x < 0) min_x = 0;
-
- /* Maximal east */
- max_x = p_ptr->x + p;
- if (max_x > current_floor_ptr->width - 1) max_x = current_floor_ptr->width - 1;
-
- /* Scan the maximal box */
- for (y = min_y; y <= max_y; y++)
- {
- for (x = min_x; x <= max_x; x++)
- {
- int dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
- int dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
-
- /* Skip the "central" grids (above) */
- if ((dy <= 2) && (dx <= 2)) continue;
-
- /* Hack -- approximate the distance */
- d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
-
- /* Skip distant grids */
- if (d > p) continue;
-
- /* Viewable, nearby, grids get "torch lit" */
- if (current_floor_ptr->grid_array[y][x].info & CAVE_VIEW)
- {
- /* This grid is "torch lit" */
- cave_lite_hack(y, x);
- }
- }
- }
- }
-
-
- /*** Complete the algorithm ***/
-
- /* Draw the new grids */
- for (i = 0; i < current_floor_ptr->lite_n; i++)
- {
- y = current_floor_ptr->lite_y[i];
- x = current_floor_ptr->lite_x[i];
-
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Update fresh grids */
- if (g_ptr->info & (CAVE_TEMP)) continue;
-
- /* Add it to later visual update */
- cave_note_and_redraw_later(g_ptr, y, x);
- }
-
- /* Clear them all */
- for (i = 0; i < temp_n; i++)
- {
- y = temp_y[i];
- x = temp_x[i];
-
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* No longer in the array */
- g_ptr->info &= ~(CAVE_TEMP);
-
- /* Update stale grids */
- if (g_ptr->info & (CAVE_LITE)) continue;
-
- /* Add it to later visual update */
- cave_redraw_later(g_ptr, y, x);
- }
-
- /* None left */
- temp_n = 0;
-
- /* Mega-Hack -- Visual update later */
- p_ptr->update |= (PU_DELAY_VIS);
-}
-
-
-static bool mon_invis;
-static POSITION mon_fy, mon_fx;
-
-/*
- * Add a square to the changes array
- */
-static void mon_lite_hack(POSITION y, POSITION x)
-{
- grid_type *g_ptr;
- int dpf, d;
- POSITION midpoint;
-
- /* We trust this grid is in bounds */
- /* if (!in_bounds2(y, x)) return; */
-
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Want a unlit square in view of the player */
- if ((g_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
-
- if (!cave_los_grid(g_ptr))
- {
- /* Hack -- Prevent monster lite leakage in walls */
-
- /* Horizontal walls between player and a monster */
- if (((y < p_ptr->y) && (y > mon_fy)) || ((y > p_ptr->y) && (y < mon_fy)))
- {
- dpf = p_ptr->y - mon_fy;
- d = y - mon_fy;
- midpoint = mon_fx + ((p_ptr->x - mon_fx) * ABS(d)) / ABS(dpf);
-
- /* Only first wall viewed from mid-x is lit */
- if (x < midpoint)
- {
- if (!cave_los_bold(y, x + 1)) return;
- }
- else if (x > midpoint)
- {
- if (!cave_los_bold(y, x - 1)) return;
- }
-
- /* Hack XXX XXX - Is it a wall and monster not in LOS? */
- else if (mon_invis) return;
- }
-
- /* Vertical walls between player and a monster */
- if (((x < p_ptr->x) && (x > mon_fx)) || ((x > p_ptr->x) && (x < mon_fx)))
- {
- dpf = p_ptr->x - mon_fx;
- d = x - mon_fx;
- midpoint = mon_fy + ((p_ptr->y - mon_fy) * ABS(d)) / ABS(dpf);
-
- /* Only first wall viewed from mid-y is lit */
- if (y < midpoint)
- {
- if (!cave_los_bold(y + 1, x)) return;
- }
- else if (y > midpoint)
- {
- if (!cave_los_bold(y - 1, x)) return;
- }
-
- /* Hack XXX XXX - Is it a wall and monster not in LOS? */
- else if (mon_invis) return;
- }
- }
-
- /* We trust temp_n does not exceed TEMP_MAX */
-
- /* New grid */
- if (!(g_ptr->info & CAVE_MNDK))
- {
- /* Save this square */
- temp_x[temp_n] = x;
- temp_y[temp_n] = y;
- temp_n++;
- }
-
- /* Darkened grid */
- else
- {
- /* No longer dark */
- g_ptr->info &= ~(CAVE_MNDK);
- }
-
- /* Light it */
- g_ptr->info |= CAVE_MNLT;
-}
-
-
-/*
- * Add a square to the changes array
- */
-static void mon_dark_hack(POSITION y, POSITION x)
-{
- grid_type *g_ptr;
- int midpoint, dpf, d;
-
- /* We trust this grid is in bounds */
- /* if (!in_bounds2(y, x)) return; */
-
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Want a unlit and undarkened square in view of the player */
- if ((g_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
-
- if (!cave_los_grid(g_ptr) && !cave_have_flag_grid(g_ptr, FF_PROJECT))
- {
- /* Hack -- Prevent monster dark lite leakage in walls */
-
- /* Horizontal walls between player and a monster */
- if (((y < p_ptr->y) && (y > mon_fy)) || ((y > p_ptr->y) && (y < mon_fy)))
- {
- dpf = p_ptr->y - mon_fy;
- d = y - mon_fy;
- midpoint = mon_fx + ((p_ptr->x - mon_fx) * ABS(d)) / ABS(dpf);
-
- /* Only first wall viewed from mid-x is lit */
- if (x < midpoint)
- {
- if (!cave_los_bold(y, x + 1) && !cave_have_flag_bold(y, x + 1, FF_PROJECT)) return;
- }
- else if (x > midpoint)
- {
- if (!cave_los_bold(y, x - 1) && !cave_have_flag_bold(y, x - 1, FF_PROJECT)) return;
- }
-
- /* Hack XXX XXX - Is it a wall and monster not in LOS? */
- else if (mon_invis) return;
- }
-
- /* Vertical walls between player and a monster */
- if (((x < p_ptr->x) && (x > mon_fx)) || ((x > p_ptr->x) && (x < mon_fx)))
- {
- dpf = p_ptr->x - mon_fx;
- d = x - mon_fx;
- midpoint = mon_fy + ((p_ptr->y - mon_fy) * ABS(d)) / ABS(dpf);
-
- /* Only first wall viewed from mid-y is lit */
- if (y < midpoint)
- {
- if (!cave_los_bold(y + 1, x) && !cave_have_flag_bold(y + 1, x, FF_PROJECT)) return;
- }
- else if (y > midpoint)
- {
- if (!cave_los_bold(y - 1, x) && !cave_have_flag_bold(y - 1, x, FF_PROJECT)) return;
- }
-
- /* Hack XXX XXX - Is it a wall and monster not in LOS? */
- else if (mon_invis) return;
- }
- }
-
- /* We trust temp_n does not exceed TEMP_MAX */
-
- /* Save this square */
- temp_x[temp_n] = x;
- temp_y[temp_n] = y;
- temp_n++;
-
- /* Darken it */
- g_ptr->info |= CAVE_MNDK;
-}
-
-
-/*
- * Update squares illuminated or darkened by monsters.
- *
- * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
- * denote squares illuminated by monsters.
- *
- * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
- * updating. Only squares in view of the player, whos state
- * changes are drawn via lite_spot().
- */
-void update_mon_lite(void)
-{
- int i, rad;
- grid_type *g_ptr;
-
- POSITION fx, fy;
- void(*add_mon_lite)(POSITION, POSITION);
- int f_flag;
-
- s16b end_temp;
-
- /* Non-Ninja player in the darkness */
- int dis_lim = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto) ?
- (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
-
- /* Clear all monster lit squares */
- for (i = 0; i < current_floor_ptr->mon_lite_n; i++)
- {
- /* Point to grid */
- g_ptr = ¤t_floor_ptr->grid_array[current_floor_ptr->mon_lite_y[i]][current_floor_ptr->mon_lite_x[i]];
-
- /* Set temp or xtra flag */
- g_ptr->info |= (g_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
-
- /* Clear monster illumination flag */
- g_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
- }
-
- /* Empty temp list of new squares to lite up */
- temp_n = 0;
-
- /* If a monster stops time, don't process */
- if (!current_world_ptr->timewalk_m_idx)
- {
- monster_type *m_ptr;
- monster_race *r_ptr;
-
- /* Loop through monsters, adding newly lit squares to changes list */
- for (i = 1; i < m_max; i++)
- {
- m_ptr = ¤t_floor_ptr->m_list[i];
- r_ptr = &r_info[m_ptr->r_idx];
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Is it too far away? */
- if (m_ptr->cdis > dis_lim) continue;
-
- /* Get lite radius */
- rad = 0;
-
- /* Note the radii are cumulative */
- if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
- if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
- if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
- if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
-
- /* Exit if has no light */
- if (!rad) continue;
- else if (rad > 0)
- {
- if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (MON_CSLEEP(m_ptr) || (!current_floor_ptr->dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) rad = 1;
- add_mon_lite = mon_lite_hack;
- f_flag = FF_LOS;
- }
- else
- {
- if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (MON_CSLEEP(m_ptr) || (!current_floor_ptr->dun_level && !is_daytime()))) continue;
- add_mon_lite = mon_dark_hack;
- f_flag = FF_PROJECT;
- rad = -rad; /* Use absolute value */
- }
-
- /* Access the location */
- mon_fx = m_ptr->fx;
- mon_fy = m_ptr->fy;
-
- /* Is the monster visible? */
- mon_invis = !(current_floor_ptr->grid_array[mon_fy][mon_fx].info & CAVE_VIEW);
-
- /* The square it is on */
- add_mon_lite(mon_fy, mon_fx);
-
- /* Adjacent squares */
- add_mon_lite(mon_fy + 1, mon_fx);
- add_mon_lite(mon_fy - 1, mon_fx);
- add_mon_lite(mon_fy, mon_fx + 1);
- add_mon_lite(mon_fy, mon_fx - 1);
- add_mon_lite(mon_fy + 1, mon_fx + 1);
- add_mon_lite(mon_fy + 1, mon_fx - 1);
- add_mon_lite(mon_fy - 1, mon_fx + 1);
- add_mon_lite(mon_fy - 1, mon_fx - 1);
-
- /* Radius 2 */
- if (rad >= 2)
- {
- /* South of the monster */
- if (cave_have_flag_bold(mon_fy + 1, mon_fx, f_flag))
- {
- add_mon_lite(mon_fy + 2, mon_fx + 1);
- add_mon_lite(mon_fy + 2, mon_fx);
- add_mon_lite(mon_fy + 2, mon_fx - 1);
-
- g_ptr = ¤t_floor_ptr->grid_array[mon_fy + 2][mon_fx];
-
- /* Radius 3 */
- if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
- {
- add_mon_lite(mon_fy + 3, mon_fx + 1);
- add_mon_lite(mon_fy + 3, mon_fx);
- add_mon_lite(mon_fy + 3, mon_fx - 1);
- }
- }
-
- /* North of the monster */
- if (cave_have_flag_bold(mon_fy - 1, mon_fx, f_flag))
- {
- add_mon_lite(mon_fy - 2, mon_fx + 1);
- add_mon_lite(mon_fy - 2, mon_fx);
- add_mon_lite(mon_fy - 2, mon_fx - 1);
-
- g_ptr = ¤t_floor_ptr->grid_array[mon_fy - 2][mon_fx];
-
- /* Radius 3 */
- if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
- {
- add_mon_lite(mon_fy - 3, mon_fx + 1);
- add_mon_lite(mon_fy - 3, mon_fx);
- add_mon_lite(mon_fy - 3, mon_fx - 1);
- }
- }
-
- /* East of the monster */
- if (cave_have_flag_bold(mon_fy, mon_fx + 1, f_flag))
- {
- add_mon_lite(mon_fy + 1, mon_fx + 2);
- add_mon_lite(mon_fy, mon_fx + 2);
- add_mon_lite(mon_fy - 1, mon_fx + 2);
-
- g_ptr = ¤t_floor_ptr->grid_array[mon_fy][mon_fx + 2];
-
- /* Radius 3 */
- if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
- {
- add_mon_lite(mon_fy + 1, mon_fx + 3);
- add_mon_lite(mon_fy, mon_fx + 3);
- add_mon_lite(mon_fy - 1, mon_fx + 3);
- }
- }
-
- /* West of the monster */
- if (cave_have_flag_bold(mon_fy, mon_fx - 1, f_flag))
- {
- add_mon_lite(mon_fy + 1, mon_fx - 2);
- add_mon_lite(mon_fy, mon_fx - 2);
- add_mon_lite(mon_fy - 1, mon_fx - 2);
-
- g_ptr = ¤t_floor_ptr->grid_array[mon_fy][mon_fx - 2];
-
- /* Radius 3 */
- if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
- {
- add_mon_lite(mon_fy + 1, mon_fx - 3);
- add_mon_lite(mon_fy, mon_fx - 3);
- add_mon_lite(mon_fy - 1, mon_fx - 3);
- }
- }
- }
-
- /* Radius 3 */
- if (rad == 3)
- {
- /* South-East of the monster */
- if (cave_have_flag_bold(mon_fy + 1, mon_fx + 1, f_flag))
- {
- add_mon_lite(mon_fy + 2, mon_fx + 2);
- }
-
- /* South-West of the monster */
- if (cave_have_flag_bold(mon_fy + 1, mon_fx - 1, f_flag))
- {
- add_mon_lite(mon_fy + 2, mon_fx - 2);
- }
-
- /* North-East of the monster */
- if (cave_have_flag_bold(mon_fy - 1, mon_fx + 1, f_flag))
- {
- add_mon_lite(mon_fy - 2, mon_fx + 2);
- }
-
- /* North-West of the monster */
- if (cave_have_flag_bold(mon_fy - 1, mon_fx - 1, f_flag))
- {
- add_mon_lite(mon_fy - 2, mon_fx - 2);
- }
- }
- }
- }
-
- /* Save end of list of new squares */
- end_temp = temp_n;
-
- /*
- * Look at old set flags to see if there are any changes.
- */
- for (i = 0; i < current_floor_ptr->mon_lite_n; i++)
- {
- fx = current_floor_ptr->mon_lite_x[i];
- fy = current_floor_ptr->mon_lite_y[i];
-
- /* We trust this grid is in bounds */
-
- /* Point to grid */
- g_ptr = ¤t_floor_ptr->grid_array[fy][fx];
-
- if (g_ptr->info & CAVE_TEMP) /* Pervious lit */
- {
- /* It it no longer lit? */
- if ((g_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
- {
- /* It is now unlit */
- /* Add it to later visual update */
- cave_note_and_redraw_later(g_ptr, fy, fx);
- }
- }
- else /* Pervious darkened */
- {
- /* It it no longer darken? */
- if ((g_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
- {
- /* It is now undarken */
- /* Add it to later visual update */
- cave_note_and_redraw_later(g_ptr, fy, fx);
- }
- }
-
- /* Add to end of temp array */
- temp_x[temp_n] = fx;
- temp_y[temp_n] = fy;
- temp_n++;
- }
-
- /* Clear the lite array */
- current_floor_ptr->mon_lite_n = 0;
-
- /* Copy the temp array into the lit array lighting the new squares. */
- for (i = 0; i < end_temp; i++)
- {
- fx = temp_x[i];
- fy = temp_y[i];
-
- /* We trust this grid is in bounds */
-
- /* Point to grid */
- g_ptr = ¤t_floor_ptr->grid_array[fy][fx];
-
- if (g_ptr->info & CAVE_MNLT) /* Lit */
- {
- /* The is the square newly lit and visible? */
- if ((g_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
- {
- /* It is now lit */
- /* Add it to later visual update */
- cave_note_and_redraw_later(g_ptr, fy, fx);
- }
- }
- else /* Darkened */
- {
- /* The is the square newly darkened and visible? */
- if ((g_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
- {
- /* It is now darkened */
- /* Add it to later visual update */
- cave_note_and_redraw_later(g_ptr, fy, fx);
- }
- }
-
- /* Save in the monster lit or darkened array */
- current_floor_ptr->mon_lite_x[current_floor_ptr->mon_lite_n] = fx;
- current_floor_ptr->mon_lite_y[current_floor_ptr->mon_lite_n] = fy;
- current_floor_ptr->mon_lite_n++;
- }
-
- /* Clear the temp flag for the old lit or darken grids */
- for (i = end_temp; i < temp_n; i++)
- {
- /* We trust this grid is in bounds */
-
- current_floor_ptr->grid_array[temp_y[i]][temp_x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
- }
-
- /* Finished with temp_n */
- temp_n = 0;
-
- /* Mega-Hack -- Visual update later */
- p_ptr->update |= (PU_DELAY_VIS);
-
- p_ptr->monlite = (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT) ? TRUE : FALSE;
-
- if (p_ptr->special_defense & NINJA_S_STEALTH)
- {
- if (p_ptr->old_monlite != p_ptr->monlite)
- {
- if (p_ptr->monlite)
- {
- msg_print(_("影の覆いが薄れた気がする。", "Your mantle of shadow become thin."));
- }
- else
- {
- msg_print(_("影の覆いが濃くなった!", "Your mantle of shadow restored its original darkness."));
- }
- }
- }
- p_ptr->old_monlite = p_ptr->monlite;
-}
-
-void clear_mon_lite(void)
-{
- int i;
- grid_type *g_ptr;
-
- /* Clear all monster lit squares */
- for (i = 0; i < current_floor_ptr->mon_lite_n; i++)
- {
- /* Point to grid */
- g_ptr = ¤t_floor_ptr->grid_array[current_floor_ptr->mon_lite_y[i]][current_floor_ptr->mon_lite_x[i]];
-
- /* Clear monster illumination flag */
- g_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
- }
-
- /* Empty the array */
- current_floor_ptr->mon_lite_n = 0;
-}
-
-
-
-/*
- * Clear the viewable space
- */
-void forget_view(void)
-{
- int i;
-
- grid_type *g_ptr;
-
- /* None to forget */
- if (!current_floor_ptr->view_n) return;
-
- /* Clear them all */
- for (i = 0; i < current_floor_ptr->view_n; i++)
- {
- POSITION y = current_floor_ptr->view_y[i];
- POSITION x = current_floor_ptr->view_x[i];
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Forget that the grid is viewable */
- g_ptr->info &= ~(CAVE_VIEW);
-
- /* if (!panel_contains(y, x)) continue; */
-
- /* Update the screen */
- /* lite_spot(y, x); Perhaps don't need? */
- }
-
- /* None left */
- current_floor_ptr->view_n = 0;
-}
-
-
-
-/*
- * This macro allows us to efficiently add a grid to the "view" array,
- * note that we are never called for illegal grids, or for grids which
- * have already been placed into the "view" array, and we are never
- * called when the "view" array is full.
- */
-#define cave_view_hack(C,Y,X) \
-{\
- if (!((C)->info & (CAVE_VIEW))){\
- (C)->info |= (CAVE_VIEW); \
- current_floor_ptr->view_y[current_floor_ptr->view_n] = (Y); \
- current_floor_ptr->view_x[current_floor_ptr->view_n] = (X); \
- current_floor_ptr->view_n++;}\
-}
-
-
-
- /*
- * Helper function for "update_view()" below
- *
- * We are checking the "viewability" of grid (y,x) by the player.
- *
- * This function assumes that (y,x) is legal (i.e. on the map).
- *
- * Grid (y1,x1) is on the "diagonal" between (p_ptr->y,p_ptr->x) and (y,x)
- * Grid (y2,x2) is "adjacent", also between (p_ptr->y,p_ptr->x) and (y,x).
- *
- * Note that we are using the "CAVE_XTRA" field for marking grids as
- * "easily viewable". This bit is cleared at the end of "update_view()".
- *
- * This function adds (y,x) to the "viewable set" if necessary.
- *
- * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
- */
-static bool update_view_aux(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
-{
- bool f1, f2, v1, v2, z1, z2, wall;
-
- grid_type *g_ptr;
-
- grid_type *g1_c_ptr;
- grid_type *g2_c_ptr;
-
- /* Access the grids */
- g1_c_ptr = ¤t_floor_ptr->grid_array[y1][x1];
- g2_c_ptr = ¤t_floor_ptr->grid_array[y2][x2];
-
-
- /* Check for walls */
- f1 = (cave_los_grid(g1_c_ptr));
- f2 = (cave_los_grid(g2_c_ptr));
-
- /* Totally blocked by physical walls */
- if (!f1 && !f2) return (TRUE);
-
-
- /* Check for visibility */
- v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
- v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
-
- /* Totally blocked by "unviewable neighbors" */
- if (!v1 && !v2) return (TRUE);
-
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
-
- /* Check for walls */
- wall = (!cave_los_grid(g_ptr));
-
-
- /* Check the "ease" of visibility */
- z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
- z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
-
- /* Hack -- "easy" plus "easy" yields "easy" */
- if (z1 && z2)
- {
- g_ptr->info |= (CAVE_XTRA);
-
- cave_view_hack(g_ptr, y, x);
-
- return (wall);
- }
-
- /* Hack -- primary "easy" yields "viewed" */
- if (z1)
- {
- cave_view_hack(g_ptr, y, x);
-
- return (wall);
- }
-
- /* Hack -- "view" plus "view" yields "view" */
- if (v1 && v2)
- {
- /* g_ptr->info |= (CAVE_XTRA); */
-
- cave_view_hack(g_ptr, y, x);
-
- return (wall);
- }
-
-
- /* Mega-Hack -- the "los()" function works poorly on walls */
- if (wall)
- {
- cave_view_hack(g_ptr, y, x);
-
- return (wall);
- }
-
-
- /* Hack -- check line of sight */
- if (los(p_ptr->y, p_ptr->x, y, x))
- {
- cave_view_hack(g_ptr, y, x);
-
- return (wall);
- }
-
-
- /* Assume no line of sight. */
- return (TRUE);
-}
-
-
-
-/*
- * Calculate the viewable space
- *
- * 1: Process the player
- * 1a: The player is always (easily) viewable
- * 2: Process the diagonals
- * 2a: The diagonals are (easily) viewable up to the first wall
- * 2b: But never go more than 2/3 of the "full" distance
- * 3: Process the main axes
- * 3a: The main axes are (easily) viewable up to the first wall
- * 3b: But never go more than the "full" distance
- * 4: Process sequential "strips" in each of the eight octants
- * 4a: Each strip runs along the previous strip
- * 4b: The main axes are "previous" to the first strip
- * 4c: Process both "sides" of each "direction" of each strip
- * 4c1: Each side aborts as soon as possible
- * 4c2: Each side tells the next strip how far it has to check
- *
- * Note that the octant processing involves some pretty interesting
- * observations involving when a grid might possibly be viewable from
- * a given grid, and on the order in which the strips are processed.
- *
- * Note the use of the mathematical facts shown below, which derive
- * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
- * hypotenuse of a right triangle is primarily determined by the length
- * of the longest side, when one side is small, and is strictly less
- * than one-and-a-half times as long as the longest side when both of
- * the sides are large.
- *
- * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
- * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
- *
- * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
- *
- * These observations are important because the calculation of the actual
- * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
- * while for small values (up to about 20 or so), the approximations above
- * are correct to within an error of at most one grid or so.
- *
- * Observe the use of "full" and "over" in the code below, and the use of
- * the specialized calculation involving "limit", all of which derive from
- * the observations given above. Basically, we note that the "circle" of
- * view is completely contained in an "octagon" whose bounds are easy to
- * determine, and that only a few steps are needed to derive the actual
- * bounds of the circle given the bounds of the octagon.
- *
- * Note that by skipping all the grids in the corners of the octagon, we
- * place an upper limit on the number of grids in the field of view, given
- * that "full" is never more than 20. Of the 1681 grids in the "square" of
- * view, only about 1475 of these are in the "octagon" of view, and even
- * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
- * entries to completely contain the actual field of view.
- *
- * Note also the care taken to prevent "running off the map". The use of
- * explicit checks on the "validity" of the "diagonal", and the fact that
- * the loops are never allowed to "leave" the map, lets "update_view_aux()"
- * use the optimized "cave_los_bold()" macro, and to avoid the overhead
- * of multiple checks on the validity of grids.
- *
- * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
- * "ws","wn" variables. They work like this: While travelling down the
- * south-bound strip just to the east of the main south axis, as soon as
- * we get to a grid which does not "transmit" viewing, if all of the strips
- * preceding us (in this case, just the main axis) had terminated at or before
- * the same point, then we can stop, and reset the "max distance" to ourself.
- * So, each strip (named by major axis plus offset, thus "se" in this case)
- * maintains a "blockage" variable, initialized during the main axis step,
- * and checks it whenever a blockage is observed. After processing each
- * strip as far as the previous strip told us to process, the next strip is
- * told not to go farther than the current strip's farthest viewable grid,
- * unless open space is still available. This uses the "k" variable.
- *
- * Note the use of "inline" macros for efficiency. The "cave_los_grid()"
- * macro is a replacement for "cave_los_bold()" which takes a pointer to
- * a grid instead of its location. The "cave_view_hack()" macro is a
- * chunk of code which adds the given location to the "view" array if it
- * is not already there, using both the actual location and a pointer to
- * the grid. See above.
- *
- * By the way, the purpose of this code is to reduce the dependancy on the
- * "los()" function which is slow, and, in some cases, not very accurate.
- *
- * It is very possible that I am the only person who fully understands this
- * function, and for that I am truly sorry, but efficiency was very important
- * and the "simple" version of this function was just not fast enough. I am
- * more than willing to replace this function with a simpler one, if it is
- * equally efficient, and especially willing if the new function happens to
- * derive "reverse-line-of-sight" at the same time, since currently monsters
- * just use an optimized hack of "you see me, so I see you", and then use the
- * actual "projectable()" function to check spell attacks.
- */
-void update_view(void)
-{
- int n, m, d, k, z;
- POSITION y, x;
-
- int se, sw, ne, nw, es, en, ws, wn;
-
- int full, over;
-
- POSITION y_max = current_floor_ptr->height - 1;
- POSITION x_max = current_floor_ptr->width - 1;
-
- grid_type *g_ptr;
-
- /*** Initialize ***/
-
- /* Optimize */
- if (view_reduce_view && !current_floor_ptr->dun_level)
- {
- /* Full radius (10) */
- full = MAX_SIGHT / 2;
-
- /* Octagon factor (15) */
- over = MAX_SIGHT * 3 / 4;
- }
-
- /* Normal */
- else
- {
- /* Full radius (20) */
- full = MAX_SIGHT;
-
- /* Octagon factor (30) */
- over = MAX_SIGHT * 3 / 2;
- }
-
-
- /*** Step 0 -- Begin ***/
-
- /* Save the old "view" grids for later */
- for (n = 0; n < current_floor_ptr->view_n; n++)
- {
- y = current_floor_ptr->view_y[n];
- x = current_floor_ptr->view_x[n];
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Mark the grid as not in "view" */
- g_ptr->info &= ~(CAVE_VIEW);
-
- /* Mark the grid as "seen" */
- g_ptr->info |= (CAVE_TEMP);
-
- /* Add it to the "seen" set */
- temp_y[temp_n] = y;
- temp_x[temp_n] = x;
- temp_n++;
- }
-
- /* Start over with the "view" array */
- current_floor_ptr->view_n = 0;
-
- /*** Step 1 -- adjacent grids ***/
-
- /* Now start on the player */
- y = p_ptr->y;
- x = p_ptr->x;
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Assume the player grid is easily viewable */
- g_ptr->info |= (CAVE_XTRA);
-
- /* Assume the player grid is viewable */
- cave_view_hack(g_ptr, y, x);
-
-
- /*** Step 2 -- Major Diagonals ***/
-
- /* Hack -- Limit */
- z = full * 2 / 3;
-
- /* Scan south-east */
- for (d = 1; d <= z; d++)
- {
- g_ptr = ¤t_floor_ptr->grid_array[y + d][x + d];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y + d, x + d);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /* Scan south-west */
- for (d = 1; d <= z; d++)
- {
- g_ptr = ¤t_floor_ptr->grid_array[y + d][x - d];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y + d, x - d);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /* Scan north-east */
- for (d = 1; d <= z; d++)
- {
- g_ptr = ¤t_floor_ptr->grid_array[y - d][x + d];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y - d, x + d);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /* Scan north-west */
- for (d = 1; d <= z; d++)
- {
- g_ptr = ¤t_floor_ptr->grid_array[y - d][x - d];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y - d, x - d);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /*** Step 3 -- major axes ***/
-
- /* Scan south */
- for (d = 1; d <= full; d++)
- {
- g_ptr = ¤t_floor_ptr->grid_array[y + d][x];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y + d, x);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /* Initialize the "south strips" */
- se = sw = d;
-
- /* Scan north */
- for (d = 1; d <= full; d++)
- {
- g_ptr = ¤t_floor_ptr->grid_array[y - d][x];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y - d, x);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /* Initialize the "north strips" */
- ne = nw = d;
-
- /* Scan east */
- for (d = 1; d <= full; d++)
- {
- g_ptr = ¤t_floor_ptr->grid_array[y][x + d];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y, x + d);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /* Initialize the "east strips" */
- es = en = d;
-
- /* Scan west */
- for (d = 1; d <= full; d++)
- {
- g_ptr = ¤t_floor_ptr->grid_array[y][x - d];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y, x - d);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /* Initialize the "west strips" */
- ws = wn = d;
-
-
- /*** Step 4 -- Divide each "octant" into "strips" ***/
-
- /* Now check each "diagonal" (in parallel) */
- for (n = 1; n <= over / 2; n++)
- {
- POSITION ypn, ymn, xpn, xmn;
-
- /* Acquire the "bounds" of the maximal circle */
- z = over - n - n;
- if (z > full - n) z = full - n;
- while ((z + n + (n >> 1)) > full) z--;
-
-
- /* Access the four diagonal grids */
- ypn = y + n;
- ymn = y - n;
- xpn = x + n;
- xmn = x - n;
-
-
- /* South strip */
- if (ypn < y_max)
- {
- /* Maximum distance */
- m = MIN(z, y_max - ypn);
-
- /* East side */
- if ((xpn <= x_max) && (n < se))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ypn + d, xpn, ypn + d - 1, xpn - 1, ypn + d - 1, xpn))
- {
- if (n + d >= se) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- se = k + 1;
- }
-
- /* West side */
- if ((xmn >= 0) && (n < sw))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ypn + d, xmn, ypn + d - 1, xmn + 1, ypn + d - 1, xmn))
- {
- if (n + d >= sw) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- sw = k + 1;
- }
- }
-
-
- /* North strip */
- if (ymn > 0)
- {
- /* Maximum distance */
- m = MIN(z, ymn);
-
- /* East side */
- if ((xpn <= x_max) && (n < ne))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ymn - d, xpn, ymn - d + 1, xpn - 1, ymn - d + 1, xpn))
- {
- if (n + d >= ne) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- ne = k + 1;
- }
-
- /* West side */
- if ((xmn >= 0) && (n < nw))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ymn - d, xmn, ymn - d + 1, xmn + 1, ymn - d + 1, xmn))
- {
- if (n + d >= nw) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- nw = k + 1;
- }
- }
-
-
- /* East strip */
- if (xpn < x_max)
- {
- /* Maximum distance */
- m = MIN(z, x_max - xpn);
-
- /* South side */
- if ((ypn <= x_max) && (n < es))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ypn, xpn + d, ypn - 1, xpn + d - 1, ypn, xpn + d - 1))
- {
- if (n + d >= es) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- es = k + 1;
- }
-
- /* North side */
- if ((ymn >= 0) && (n < en))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ymn, xpn + d, ymn + 1, xpn + d - 1, ymn, xpn + d - 1))
- {
- if (n + d >= en) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- en = k + 1;
- }
- }
-
-
- /* West strip */
- if (xmn > 0)
- {
- /* Maximum distance */
- m = MIN(z, xmn);
-
- /* South side */
- if ((ypn <= y_max) && (n < ws))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ypn, xmn - d, ypn - 1, xmn - d + 1, ypn, xmn - d + 1))
- {
- if (n + d >= ws) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- ws = k + 1;
- }
-
- /* North side */
- if ((ymn >= 0) && (n < wn))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ymn, xmn - d, ymn + 1, xmn - d + 1, ymn, xmn - d + 1))
- {
- if (n + d >= wn) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- wn = k + 1;
- }
- }
- }
-
-
- /*** Step 5 -- Complete the algorithm ***/
-
- /* Update all the new grids */
- for (n = 0; n < current_floor_ptr->view_n; n++)
- {
- y = current_floor_ptr->view_y[n];
- x = current_floor_ptr->view_x[n];
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Clear the "CAVE_XTRA" flag */
- g_ptr->info &= ~(CAVE_XTRA);
-
- /* Update only newly viewed grids */
- if (g_ptr->info & (CAVE_TEMP)) continue;
-
- /* Add it to later visual update */
- cave_note_and_redraw_later(g_ptr, y, x);
- }
-
- /* Wipe the old grids, update as needed */
- for (n = 0; n < temp_n; n++)
- {
- y = temp_y[n];
- x = temp_x[n];
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* No longer in the array */
- g_ptr->info &= ~(CAVE_TEMP);
-
- /* Update only non-viewable grids */
- if (g_ptr->info & (CAVE_VIEW)) continue;
-
- /* Add it to later visual update */
- cave_redraw_later(g_ptr, y, x);
- }
-
- /* None left */
- temp_n = 0;
-
- /* Mega-Hack -- Visual update later */
- p_ptr->update |= (PU_DELAY_VIS);
-}
-
+ * makes one check for each viewable grid, and makes no calls to "los()".
+ * So running in corridors is very fast, and if a lot of monsters are
+ * nearby, it is much faster than the old methods.
+ *
+ * Note that resting, most normal commands, and several forms of running,
+ * plus all commands executed near large groups of monsters, are strictly
+ * more efficient with "update_view()" that with the old "compute los() on
+ * demand" method, primarily because once the "field of view" has been
+ * calculated, it does not have to be recalculated until the player moves
+ * (or a wall or door is created or destroyed).
+ *
+ * Note that we no longer have to do as many "los()" checks, since once the
+ * "view" region has been built, very few things cause it to be "changed"
+ * (player movement, and the opening/closing of doors, changes in wall status).
+ * Note that door/wall changes are only relevant when the door/wall itself is
+ * in the "view" region.
+ *
+ * The algorithm seems to only call "los()" from zero to ten times, usually
+ * only when coming down a corridor into a room, or standing in a room, just
+ * misaligned with a corridor. So if, say, there are five "nearby" monsters,
+ * we will be reducing the calls to "los()".
+ *
+ * I am thinking in terms of an algorithm that "walks" from the central point
+ * out to the maximal "distance", at each point, determining the "view" code
+ * (above). For each grid not on a major axis or diagonal, the "view" code
+ * depends on the "cave_los_bold()" and "view" of exactly two other grids
+ * (the one along the nearest diagonal, and the one next to that one, see
+ * "update_view_aux()"...).
+ *
+ * We "memorize" the viewable space array, so that at the cost of under 3000
+ * bytes, we reduce the time taken by "forget_view()" to one assignment for
+ * each grid actually in the "viewable space". And for another 3000 bytes,
+ * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
+ * are also used by other routines, thus reducing the cost to almost nothing.
+ *
+ * A similar thing is done for "forget_lite()" in which case the savings are
+ * much less, but save us from doing bizarre maintenance checking.
+ *
+ * In the worst "normal" case (in the middle of the town), the reachable space
+ * actually reaches to more than half of the largest possible "circle" of view,
+ * or about 800 grids, and in the worse case (in the middle of a dungeon level
+ * where all the walls have been removed), the reachable space actually reaches
+ * the theoretical maximum size of just under 1500 grids.
+ *
+ * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
+ * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
+ * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
+ * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
+ * entire possible space (including initialization) in one step per grid. If
+ * we do the "clearing" as a separate step (and use an array of "view" grids),
+ * then the clearing will take as many steps as grids that were viewed, and the
+ * algorithm will be able to "stop" scanning at various points.
+ * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
+ */
/*
* Mega-Hack -- Delayed visual update
grid_type *g_ptr;
/* Update needed grids */
- for (i = 0; i < current_floor_ptr->redraw_n; i++)
+ for (i = 0; i < p_ptr->current_floor_ptr->redraw_n; i++)
{
- y = current_floor_ptr->redraw_y[i];
- x = current_floor_ptr->redraw_x[i];
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ y = p_ptr->current_floor_ptr->redraw_y[i];
+ x = p_ptr->current_floor_ptr->redraw_x[i];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
/* Update only needed grids (prevent multiple updating) */
if (!(g_ptr->info & CAVE_REDRAW)) continue;
}
/* None left */
- current_floor_ptr->redraw_n = 0;
-}
-
-
-/*
- * Hack -- forget the "flow" information
- */
-void forget_flow(void)
-{
- POSITION x, y;
-
- /* Check the entire dungeon */
- for (y = 0; y < current_floor_ptr->height; y++)
- {
- for (x = 0; x < current_floor_ptr->width; x++)
- {
- /* Forget the old data */
- current_floor_ptr->grid_array[y][x].dist = 0;
- current_floor_ptr->grid_array[y][x].cost = 0;
- current_floor_ptr->grid_array[y][x].when = 0;
- }
- }
+ p_ptr->current_floor_ptr->redraw_n = 0;
}
int flow_tail = 0;
/* Paranoia -- make sure the array is empty */
- if (temp_n) return;
+ if (tmp_pos.n) return;
/* The last way-point is on the map */
- if (running && in_bounds(flow_y, flow_x))
+ if (p_ptr->running && in_bounds(p_ptr->current_floor_ptr, flow_y, flow_x))
{
/* The way point is in sight - do not update. (Speedup) */
- if (current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
+ if (p_ptr->current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
}
/* Erase all of the current flow information */
- for (y = 0; y < current_floor_ptr->height; y++)
+ for (y = 0; y < p_ptr->current_floor_ptr->height; y++)
{
- for (x = 0; x < current_floor_ptr->width; x++)
+ for (x = 0; x < p_ptr->current_floor_ptr->width; x++)
{
- current_floor_ptr->grid_array[y][x].cost = 0;
- current_floor_ptr->grid_array[y][x].dist = 0;
+ p_ptr->current_floor_ptr->grid_array[y][x].cost = 0;
+ p_ptr->current_floor_ptr->grid_array[y][x].dist = 0;
}
}
flow_x = p_ptr->x;
/* Add the player's grid to the queue */
- temp_y[0] = p_ptr->y;
- temp_x[0] = p_ptr->x;
+ tmp_pos.y[0] = p_ptr->y;
+ tmp_pos.x[0] = p_ptr->x;
/* Now process the queue */
while (flow_head != flow_tail)
int ty, tx;
/* Extract the next entry */
- ty = temp_y[flow_tail];
- tx = temp_x[flow_tail];
+ ty = tmp_pos.y[flow_tail];
+ tx = tmp_pos.x[flow_tail];
/* Forget that entry */
if (++flow_tail == TEMP_MAX) flow_tail = 0;
for (d = 0; d < 8; d++)
{
int old_head = flow_head;
- byte_hack m = current_floor_ptr->grid_array[ty][tx].cost + 1;
- byte_hack n = current_floor_ptr->grid_array[ty][tx].dist + 1;
+ byte_hack m = p_ptr->current_floor_ptr->grid_array[ty][tx].cost + 1;
+ byte_hack n = p_ptr->current_floor_ptr->grid_array[ty][tx].dist + 1;
grid_type *g_ptr;
/* Child location */
x = tx + ddx_ddd[d];
/* Ignore player's grid */
- if (player_bold(y, x)) continue;
+ if (player_bold(p_ptr, y, x)) continue;
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
if (is_closed_door(g_ptr->feat)) m += 3;
if (n == MONSTER_FLOW_DEPTH) continue;
/* Enqueue that entry */
- temp_y[flow_head] = y;
- temp_x[flow_head] = x;
+ tmp_pos.y[flow_head] = y;
+ tmp_pos.x[flow_head] = x;
/* Advance the queue */
if (++flow_head == TEMP_MAX) flow_head = 0;
}
}
-
-static int scent_when = 0;
-
-/*
- * Characters leave scent trails for perceptive monsters to track.
- *
- * Smell is rather more limited than sound. Many creatures cannot use
- * it at all, it doesn't extend very far outwards from the character's
- * current position, and monsters can use it to home in the character,
- * but not to run away from him.
- *
- * Smell is valued according to age. When a character takes his current_world_ptr->game_turn,
- * scent is aged by one, and new scent of the current age is laid down.
- * Speedy characters leave more scent, true, but it also ages faster,
- * which makes it harder to hunt them down.
- *
- * Whenever the age count loops, most of the scent trail is erased and
- * the age of the remainder is recalculated.
- */
-void update_smell(void)
-{
- POSITION i, j;
- POSITION y, x;
-
- /* Create a table that controls the spread of scent */
- const int scent_adjust[5][5] =
- {
- { -1, 0, 0, 0,-1 },
- { 0, 1, 1, 1, 0 },
- { 0, 1, 2, 1, 0 },
- { 0, 1, 1, 1, 0 },
- { -1, 0, 0, 0,-1 },
- };
-
- /* Loop the age and adjust scent values when necessary */
- if (++scent_when == 254)
- {
- /* Scan the entire dungeon */
- for (y = 0; y < current_floor_ptr->height; y++)
- {
- for (x = 0; x < current_floor_ptr->width; x++)
- {
- int w = current_floor_ptr->grid_array[y][x].when;
- current_floor_ptr->grid_array[y][x].when = (w > 128) ? (w - 128) : 0;
- }
- }
-
- /* Restart */
- scent_when = 126;
- }
-
-
- /* Lay down new scent */
- for (i = 0; i < 5; i++)
- {
- for (j = 0; j < 5; j++)
- {
- grid_type *g_ptr;
-
- /* Translate table to map grids */
- y = i + p_ptr->y - 2;
- x = j + p_ptr->x - 2;
-
- /* Check Bounds */
- if (!in_bounds(y, x)) continue;
-
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Walls, water, and lava cannot hold scent. */
- if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
-
- /* Grid must not be blocked by walls from the character */
- if (!player_has_los_bold(y, x)) continue;
-
- /* Note grids that are too far away */
- if (scent_adjust[i][j] == -1) continue;
-
- /* Mark the grid with new scent */
- g_ptr->when = scent_when + scent_adjust[i][j];
- }
- }
-}
-
-
-/*
- * Hack -- map the current panel (plus some) ala "magic mapping"
- */
-void map_area(POSITION range)
-{
- int i;
- POSITION x, y;
- grid_type *g_ptr;
- FEAT_IDX feat;
- feature_type *f_ptr;
-
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
-
- /* Scan that area */
- for (y = 1; y < current_floor_ptr->height - 1; y++)
- {
- for (x = 1; x < current_floor_ptr->width - 1; x++)
- {
- if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
-
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Memorize terrain of the grid */
- g_ptr->info |= (CAVE_KNOWN);
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
- f_ptr = &f_info[feat];
-
- /* All non-walls are "checked" */
- if (!have_flag(f_ptr->flags, FF_WALL))
- {
- /* Memorize normal features */
- if (have_flag(f_ptr->flags, FF_REMEMBER))
- {
- /* Memorize the object */
- g_ptr->info |= (CAVE_MARK);
- }
-
- /* Memorize known walls */
- for (i = 0; i < 8; i++)
- {
- g_ptr = ¤t_floor_ptr->grid_array[y + ddy_ddd[i]][x + ddx_ddd[i]];
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
- f_ptr = &f_info[feat];
-
- /* Memorize walls (etc) */
- if (have_flag(f_ptr->flags, FF_REMEMBER))
- {
- /* Memorize the walls */
- g_ptr->info |= (CAVE_MARK);
- }
- }
- }
- }
- }
-
- p_ptr->redraw |= (PR_MAP);
-
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-}
-
-
/*
* Change the "feat" flag for a grid, and notice/redraw the grid
*/
void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[feat];
bool old_los, old_mirror;
- if (!character_dungeon)
+ if (!current_world_ptr->character_dungeon)
{
/* Clear mimic type */
g_ptr->mimic = 0;
{
yy = y + ddy_ddd[i];
xx = x + ddx_ddd[i];
- if (!in_bounds2(yy, xx)) continue;
- current_floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
+ if (!in_bounds2(p_ptr->current_floor_ptr, yy, xx)) continue;
+ p_ptr->current_floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
}
}
g_ptr->info &= ~(CAVE_GLOW);
if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
- update_local_illumination(y, x);
+ update_local_illumination(p_ptr, y, x);
}
/* Check for change to boring grid */
if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
note_spot(y, x);
-
lite_spot(y, x);
/* Check if los has changed */
#ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
- update_local_illumination(y, x);
+ update_local_illumination(p_ptr, y, x);
#endif /* COMPLEX_WALL_ILLUMINATION */
{
yy = y + ddy_ddd[i];
xx = x + ddx_ddd[i];
- if (!in_bounds2(yy, xx)) continue;
- cc_ptr = ¤t_floor_ptr->grid_array[yy][xx];
+ if (!in_bounds2(p_ptr->current_floor_ptr, yy, xx)) continue;
+ cc_ptr = &p_ptr->current_floor_ptr->grid_array[yy][xx];
cc_ptr->info |= CAVE_GLOW;
if (player_has_los_grid(cc_ptr))
lite_spot(yy, xx);
}
- update_local_illumination(yy, xx);
+ update_local_illumination(p_ptr, yy, xx);
}
if (p_ptr->special_defense & NINJA_S_STEALTH)
{
- if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
+ if (p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(p_ptr, FALSE);
}
}
}
-
FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat)
{
feature_type *f_ptr = &f_info[newfeat];
void cave_alter_feat(POSITION y, POSITION x, int action)
{
/* Set old feature */
- FEAT_IDX oldfeat = current_floor_ptr->grid_array[y][x].feat;
+ FEAT_IDX oldfeat = p_ptr->current_floor_ptr->grid_array[y][x].feat;
/* Get the new feat */
FEAT_IDX newfeat = feat_state(oldfeat, action);
}
/* Handle item */
- if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - current_floor_ptr->dun_level / 2)))
+ if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - p_ptr->current_floor_ptr->dun_level / 2)))
{
/* Place object */
place_object(y, x, 0L);
found = TRUE;
}
- if (found && character_dungeon && player_can_see_bold(y, x))
+ if (found && current_world_ptr->character_dungeon && player_can_see_bold(y, x))
{
msg_print(_("何かを発見した!", "You have found something!"));
}
{
feature_type *old_f_ptr = &f_info[oldfeat];
- if (have_flag(old_f_ptr->flags, FF_GLASS) && character_dungeon)
+ if (have_flag(old_f_ptr->flags, FF_GLASS) && current_world_ptr->character_dungeon)
{
- project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(current_floor_ptr->dun_level, 100) / 4, GF_SHARDS,
+ project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(p_ptr->current_floor_ptr->dun_level, 100) / 4, GF_SHARDS,
(PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
}
}
/* Remove a mirror */
void remove_mirror(POSITION y, POSITION x)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
/* Remove the mirror */
g_ptr->info &= ~(CAVE_OBJECT);
if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
- update_local_illumination(y, x);
+ update_local_illumination(p_ptr, y, x);
}
note_spot(y, x);
return FALSE;
}
-
-/*
- * Calculate "incremental motion". Used by project() and shoot().
- * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
- */
-void mmove2(POSITION *y, POSITION *x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
-{
- POSITION dy, dx, dist, shift;
-
- /* Extract the distance travelled */
- dy = (*y < y1) ? y1 - *y : *y - y1;
- dx = (*x < x1) ? x1 - *x : *x - x1;
-
- /* Number of steps */
- dist = (dy > dx) ? dy : dx;
-
- /* We are calculating the next location */
- dist++;
-
-
- /* Calculate the total distance along each axis */
- dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
- dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
-
- /* Paranoia -- Hack -- no motion */
- if (!dy && !dx) return;
-
-
- /* Move mostly vertically */
- if (dy > dx)
- {
- /* Extract a shift factor */
- shift = (dist * dx + (dy - 1) / 2) / dy;
-
- /* Sometimes move along the minor axis */
- (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
-
- /* Always move along major axis */
- (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
- }
-
- /* Move mostly horizontally */
- else
- {
- /* Extract a shift factor */
- shift = (dist * dy + (dx - 1) / 2) / dx;
-
- /* Sometimes move along the minor axis */
- (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
-
- /* Always move along major axis */
- (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
- }
-}
-
-
-
-/*
- * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
- * at the final destination, assuming no monster gets in the way.
- *
- * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
- */
-bool projectable(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
-{
- POSITION y, x;
-
- int grid_n = 0;
- u16b grid_g[512];
-
- /* Check the projection path */
- grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
-
- /* Identical grid */
- if (!grid_n) return TRUE;
-
- /* Final grid */
- y = GRID_Y(grid_g[grid_n - 1]);
- x = GRID_X(grid_g[grid_n - 1]);
-
- /* May not end in an unrequested grid */
- if ((y != y2) || (x != x2)) return (FALSE);
-
- /* Assume okay */
- return (TRUE);
-}
-
-
-/*
- * Standard "find me a location" function
- *
- * Obtains a legal location within the given distance of the initial
- * location, and with "los()" from the source to destination location.
- *
- * This function is often called from inside a loop which searches for
- * locations while increasing the "d" distance.
- *
- * Currently the "m" parameter is unused.
- */
-void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode)
-{
- POSITION nx, ny;
-
- /* Pick a location */
- while (TRUE)
- {
- /* Pick a new location */
- ny = rand_spread(y, d);
- nx = rand_spread(x, d);
-
- /* Ignore annoying locations */
- if (!in_bounds(ny, nx)) continue;
-
- /* Ignore "excessively distant" locations */
- if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
-
- if (mode & PROJECT_LOS)
- {
- if (los(y, x, ny, nx)) break;
- }
- else
- {
- if (projectable(y, x, ny, nx)) break;
- }
-
- }
-
- /* Save the location */
- (*yp) = ny;
- (*xp) = nx;
-}
-
-
-
-
-/*
- * Track a new monster
- */
-void health_track(MONSTER_IDX m_idx)
-{
- /* Mount monster is already tracked */
- if (m_idx && m_idx == p_ptr->riding) return;
-
- /* Track a new guy */
- p_ptr->health_who = m_idx;
-
- /* Redraw (later) */
- p_ptr->redraw |= (PR_HEALTH);
-}
-
-
-
-/*
- * Hack -- track the given monster race
- */
-void monster_race_track(MONRACE_IDX r_idx)
-{
- /* Save this monster ID */
- p_ptr->monster_race_idx = r_idx;
-
- p_ptr->window |= (PW_MONSTER);
-}
-
-
-
-/*
- * Hack -- track the given object kind
- */
-void object_kind_track(KIND_OBJECT_IDX k_idx)
-{
- /* Save this monster ID */
- p_ptr->object_kind_idx = k_idx;
-
- p_ptr->window |= (PW_OBJECT);
-}
-
-
-
-/*
- * Glow deep lava and building entrances in the floor
- */
-void glow_deep_lava_and_bldg(void)
-{
- POSITION y, x, yy, xx;
- DIRECTION i;
- grid_type *g_ptr;
-
- /* Not in the darkness dungeon */
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) return;
-
- for (y = 0; y < current_floor_ptr->height; y++)
- {
- for (x = 0; x < current_floor_ptr->width; x++)
- {
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Feature code (applying "mimic" field) */
-
- if (have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_GLOW))
- {
- for (i = 0; i < 9; i++)
- {
- yy = y + ddy_ddd[i];
- xx = x + ddx_ddd[i];
- if (!in_bounds2(yy, xx)) continue;
- current_floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
- }
- }
- }
- }
-
- /* Update the view and lite */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
-
- p_ptr->redraw |= (PR_MAP);
-}
-
/*!
* @brief 指定されたマスがモンスターのテレポート可能先かどうかを判定する。
* @param m_idx モンスターID
*/
bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];
/* Require "teleportable" space */
if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
if (g_ptr->m_idx && (g_ptr->m_idx != m_idx)) return FALSE;
- if (player_bold(y, x)) return FALSE;
+ if (player_bold(p_ptr, y, x)) return FALSE;
/* Hack -- no teleport onto glyph of warding */
if (is_glyph_grid(g_ptr)) return FALSE;
*/
bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];
/* Require "teleportable" space */
return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
}
+/*!
+ * @brief プレイヤーが地形踏破可能かを返す
+ * @param feature 判定したい地形ID
+ * @param mode 移動に関するオプションフラグ
+ * @return 移動可能ならばTRUEを返す
+ */
+bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
+{
+ feature_type *f_ptr = &f_info[feature];
+
+ if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[p_ptr->current_floor_ptr->m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
+
+ if (have_flag(f_ptr->flags, FF_PATTERN))
+ {
+ if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
+ }
+
+ if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
+ if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
+ if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
+
+ if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
+
+ return TRUE;
+}
+